D300 Sailing Events (d300)

d300 Result

1

1. A pod of Dolphins Swims alongside your vessel for 1d4 hours.

2

2. An intoxicated crewman falls overboard.

3

3. A pod of plesiosaurs feed off the corpse of a sperm whale in the distance.

4

4. A barrel floats past the ship, it contains a fine wine.

5

5. The ship passes by a sea stack where a sailor, crazed through starvation, begs to be taken aboard.

6

6. A crew member saw a ghost ship during the night. The captain being superstitious changes course to go around the sighting. The takes journey is now 1d4 days longer.

7

7. A boulder is seen floating past the ship. Upon inspection the boulder is indeed made of stone, but floats inexplicably.

8

8. A whale emerges from the depths and a nearby ship attempts to attack it, the captain of said ship is constantly rambling about revenge and has a peg-leg. If the characters do not intervene the ship is destroyed and the whale goes back under.

9

9. A coffin floats past, covered in barnacles. If the players choose to haul it onto the ship they will find the word “CASSIUS” is engraved above the lock. Inside rests a long-forgotten vampire who will attack the crew one-by-one at night if aboard the ship.

10

10. A ball on a chain floats past. However the ball has been covered in extremely hard barnacles making it sharp, allowing it to be used as a spiked flail.

11

11. You catch a member of the crew writing eldritch sigils on the deck in chalk.

12

12. Forty-odd bodies immediately float to the surface, they seem fresh…

13

13. A member of the crew has disappeared! The last person to see him says he took a rowboat in the middle of the night and abandoned ship…

14

14. The ship passes through a school of pink, octopoid-like creatures. They are harmless, but exude a very slippery oil.

15

15. The carcass of a dragon turtle, bloated with decomposition gases, floats on the surface. The sickening stench is notable a half-mile away.

16

16. A small longboat with sails furled, crewed by around ten, scuds by in the night. They do not hail or acknowledge the PC’s boat in any way.

17

17. A warm rain falls – the water is pinkish in color but otherwise normal.

18

18. A sea elf surfaces and hails the ship with a series of broad hand motions, obviously some type of code. No reply seems to make sense them and they leave after a minute.

19

19. A lump of Grey goop floats by. If collected, it proves to be the precious ambergris.

20

20. During the night, ball lightning dances among the sails, creating a frightening show. It does no damage.

21

21. At night, a fog covers the area, blocking the ability to see the stars, but the crew spots three glowing green orbs floating off the port bow. The players can try to use the orbs to navigate, investigate the orbs, or wait till morning.

22

22. Your ship is immersed in giant tentacles and is unable to move. A giant kraken head emerges and demands an offering.

23

23. The first mate of the ship you’re on finds excess cargo from their last trip, and shares the contents with the group. (Spices, alcohol, etc.)

24

24. The travelers meet a traveling brothel ship titled “The Lusty Crustacean”.

25

25. Two crew members are playing chess on the top deck. The ship shifts, causing one of the king pieces to slide off the side of the ship.

26

26. A large sea beast follows the ship for 1d4 days. It does not appear threatening, and dives to the depths if attacked.

27

27. A storm hits in the night, and one of the crew claims to hear it speaking/singing to them.

28

28. You find a small, unmapped island. If the crew disembarks to investigate, it is revealed that the island is actually debris collected on the shell of an enormous turtle.

29

29. The captain makes a detour to a small, rocky island, shrouded in fog. He goes to the island for 1d4 days before returning with no explanation. None of the crew seem to be bothered by this.

30

30. The ghostly residents of a long sunken city walk above the waves where the city streets and buildings once were. As your ship approaches, they all stop and watch you.

31

31. As you approach a large island, all of the water pulls from its shore to reveal a sunken ship surrounded by gold and artifacts that have spilled from its belly. But the water that has been pulled from shore is now a tsunami, and you have a time limit to do what you will.

32

32. A massive spire of stone erupts from the ocean. There appears to be someone at the top, looking down upon your vessel.

33

33. While inside of a bay a squall hits and temporarily your boat sits on dry land. Eventually, the waters return and the boat sails onward.

34

34. A ship manned by terrifying beasts passes by. Your sailors are terrified, but the monsters keep their distance. They pass swiftly, as if on a mission.

35

35. As noon approaches in the vast expanse of ocean, you see a ship that looks exactly like yours approaching. As the ship passes by, you see yourselves on the other ship, watching you with the same confused expressions that you have yourselves.

36

36. In the dead of night, a panicked bell toll rings. A massive beast is striding in the ocean. It appears the ocean depth only reaches up to its hip.

37

37. You find a rusted anchor covered in runes, when you use the anchor the entire ship sinks nearly instantly to the bottom of the sea. The occupants of the ship are now under the effect of the breathe underwater spell.

38

38. An iceberg floats by, when sunlight shines through it you see a ship frozen inside.

39

39. You can’t believe your eyes, a gold obelisk just sitting in the water surrounded by a jagged sharp reef.

40

40. During the journey, an occasional bump is noticed against the ship’s hull. But as the days go by, the bump becomes a thump, then a bang, and suddenly a crash that rocks the ship.

41

41. A small bird begins circling your ship, then two, then a thousand, then an innumerable flock.

42

42. As you walk the deck, you notice a board is missing. A few days later, you notice another. Then more parts begin to go missing, including boards from the hull.

43

43. A fire erupts from the captain’s quarters, he runs out burning and screaming for everyone to run before collapsing on the deck.

44

44. As the first lantern is lit during sundown, a constant stream of fish begin to jump out of the water and onto the deck, followed by a deep rumbling sound from below the ship.

45

45. An empty rowboat is sighted. When the ship gets close to it, it vanishes in a wet mist.

46

46. You pass by a hermit living on a self sufficient fishing platform. They chuck rotten fish at your ship if you get too close.

47

47. The ship is followed for several hours by fins extruding from the water. The water appears dark grey, and nothing beneath the surface can be seen. If anyone goes swimming in the water, they can’t see more than a foot in front of them. After several hours, the water gradually turns back to normal color and the fins dip beneath, disappearing.

48

48. You find a man adrift at sea in a bloodied life boat. He claims to be the survivor of a shipwreck.

49

49. A Naga is found floating on a piece of driftwood. She begs to come aboard and appears to have been starving.

50

50. A crew member that was dumping waste off the side of the boat yells for help. You see the crew member being beaten by a humanoid fish creature. The creature jumps back into the sea and swims away when it sees you.

51

51. You see a dolphin happily following the ship. You see the dolphin get eaten by a shark.

52

52. A hooded figure appears at night and approaches 1 character and says “a danger beyond your mortal understanding is lurking within these waters”. If a character goes looking for the figure they will be unable to find it.

53

53. A crew member or crew members disappear for 1d4 hours and come back seemingly out of thin air. If investigated its found to be a stow away Doppelganger who merely wanted passage to your destination. You must decide what to do. The crew member is still alive, but hidden somewhere only the Doppelganger knows.

54

54. You casually walk below deck when you notice water coming up between two of the floor boards.

55

55. One night, the sea is calm and quiet as a small life boat approaches the ship head on. Your ship steers to avoid destroying it. As you pass it you see a wiry old man with white hair and mustache rowing hypnotically. He’s facing backward with wide eyes, staring off into the distance, and with a shiver in his voice he repeats “the black…. the black”.

56

56. Enormous bubbles surface frequently throughout the day, they smell horrible when they pop and a faint green/yellow gas can be briefly seen. “Whale farts.” the captain explains, covering his nose and mouth with his handkerchief. Fortitude/Constitution save or be sickened for 1d4 days.

57

57. A man is spotted on top of a volcanic rock formation, it is clear he has no food or shelter save his clothing and a spare bit of half a row boat. He try’s to get there attention by lighting a fire, but will only board the ship if the players say they are going further south.

58

58. The captain gets too drunk and he steers the ship off course.

59

59. A large object bumps against the hull of the ship. After hauling it aboard, the crew discovers it is a huge glass bottle the size of a person, with an equally large scroll inside. On it is a beautiful poem written in Giant.

60

60. In the distance, a giant is seen walking through an ocean that only reaches his belly.

61

61. The ship cook has concocted the foulest, sickest looking meal, even by his standards. It’s also his birthday, and no one wants his feelings to get hurt.

62

62. Huge manta rays fly over the ship. Each of the manta rays could feed the crew for days, and some are even rumored to have precious pearls within. However, if the party does manage to get one, they find the skeleton of a human child within.

63

63. Everything. I mean EVERYTHING. Smells like fish. Horrible, stinky, rotting fish. Clothes, shoes, your own body, and even food that doesn’t contain fish.

64

64. The crew’s amusements of dares have prompted one crew member or player character to drink the ocean’s water. They must pass a DC15 constitution save or be sick (poisoned) for 2d4 days.

65

65. Shadows appear under the water that must be fish, but look like large birds…

66

66. Shipworms have weakened the hull. Carpenters must spend a day repairing the damage.

67

67. Fruit you brought to combat scurvy has slowly been going missing. An investigation reveals a few crew members secretly attempting to brew alcohol.

68

68. Celebrations on deck for a cabin boy’s first catch at sea go sour when a drunken deckhand confronts the boy to tell him nasty facts about his heritage.

69

69. The ship comes across a fairly large merchant vessel named “The Seaside Extravaganza”. The merchant who runs the ship, a stern but fair old woman named Gellie, deals in merchandise from faraway countries. She quickly becomes fond of one of the party and offers them a spot among her crew.

70

70. The ship approaches a collection of rocky outcroppings surrounded by abnormally quick-moving water. A ship-sized geyser in the center of the outcroppings acts as a portal to the Elemental Plane of Water during the day.

71

71. A castaway named Sinan is found on board. He swears up and down he can read the stars, seas, and winds just by shooting a crossbow into the air.

72

72. You pass by an island, across the beaches you can see an entire pirate crew crucified and bleeding by the neck.

73

73. You pass a ship in the water, a crowd of satisfied soldiers celebrating a victory, unaware of the bulky headless pirate climbing up the side of the ship.

74

74. A small rowboat floats next to you, a husband begrudgingly asks for directions as his wife cajoles him to have a better attitude.

75

75. A humanoid manta-man surfaces, his strength is immense and his intentions are unknown.

76

76. The fluke of a large sea monster is seen in the distance, seemingly headed towards the ship, only for the maw of a much large monster envelop it from below, breaking the surface and quickly sinking back down.

77

77. Off in the distance, a sunburned, unclean, lone figure on a lifeboat shoots off a flare, and desperately cries for help. The figure is a pirate who escaped from an encounter with the authorities by abandoning their crew. Upon landing, if he/she is turned in to the proper authorities, the party may claim their bounty, or, if kept free, the pirate may come in handy as a contact, as the pirate knows of hidden ports all across the sea.

78

78. Off in the distance, a sunburned, unclean, lone figure on a lifeboat shoots off a flare, and desperately cries for help. The figure is the final survivor of a terrible shipwreck. This person is a simple fisherman. Should the party take the survivor aboard, they will refuse to go below deck, regardless of the circumstances. If asked, all they will say is “My friends were below deck.”

79

79. Off in the distance, a sunburned, unclean, lone figure on a lifeboat shoots off a flare, and desperately cries for help. The figure is an arrogant cleric, surviving off of magically created food and water. This person is doing fairly well, all things considered. If rescued and delivered to their temple, this cleric will give the party a small favor, but will consider the party a small part in the cleric’s survival.

80

80. Off in the distance, a sunburned, unclean, lone figure on a lifeboat shoots off a flare, and desperately cries for help. The figure is a Doppelganger, feigning being stranded at Sea, after destroying a ship and eating her crew. If allowed on board, the Doppelganger will continue their antics, attempting to kill the crew before they reach shore.

81

81. A giant squid is seen off the port side of the ship.

82

82. A group of rats get into the food!

83

83. Something huge and solid scrapes against the bottom of the ship.

84

84. Hundreds of manta rays are migrating under the ship.

85

85. Fallen tree along the shore - branches a haven for birds and fish

86

86. A rogue wave rocks the ship. Everyone must pass a DC15 reflex save or be knocked prone. A character that rolls an 8 or lower falls overboard.

87

87. A bird circles the ship overhead and follows.

88

88. Dolphins race ahead of the ship.

89

89. Wreckage spotted

90

90. Whale sighting

91

91. Sea monster sighting (kraken, giant turtle, sea serpent)

92

92. Short squall passes over, drenching all

93

93. Ship hull burned to water level in the distance

94

94. Lone rock covered in gulls

95

95. Large bird nest spotted in tree along shore

96

96. Flying fish

97

97. Life preserver floats by

98

98. Secret compartment found on board; Captain mystified

99

99. Shark fin sighting

100

100. Buoy marking a sunken crab trap or shallow ground

101

101. Fishing lure dredged up

102

102. Debris crashes against ship

103

103. A box floats past

104

104. Iceberg in the distance

105

105. Wind picks up

106

106. Clouds form and skies darken

107

107. Sea lions

108

108. Large school of fish at the surface of water cross ship's path

109

109. Rigging comes loose

110

110. Food supplies are destroyed by vermin

111

111. Someone gets seasick

112

112. Tide of colored seaweed/kelp

113

113. Gull droppings bombard one person over the course of several days

114

114. Smoke in the distance

115

115. River/wave carries the ship miles past it's intended port

116

116. A rogue wave rocks the ship. Everyone must pass a DC15 reflex save or be knocked prone. A character that rolls an 8 or lower falls overboard.

117

117. Port closed due to plague

118

118. Captain develops dementia

119

119. A female crew member finds she is pregnant

120

120. A foundering, plundered ship is seen in the distance. There may be survivors or salvage still on board.

121

121. Shipboard pet constantly steals small items from one PC

122

122. A sailor who "plays a bit of flute" challenges a PC bard to contest

123

123. Ship hits a Sargasso Sea, weeds choke movement. Other stuck ships are visible, some with rotting sails.

124

124. Sky fills with immense flock of migratory geese that stream by for five minutes

125

125. Surface of the water is covered with an oily, colored film

126

126. Random rubble along sea floor resolves in your mind as a pattern of roads

127

127. Ruins appear beneath the surface of the water

128

128. An iceberg halves or a cliff face shears off and tumbles into the water

129

129. Boat swept into a localized current flowing contrary to intended direction

130

130. A low dark cloud appears and sweeps in your direction to engulf the ship

131

131. Approaching low bank of fog is actually a swarm of insects

132

132. Columns of kelp float on the surface while passing through what should be deep water

133

133. Dull grey waters become strangely crystal clear as the sun zeniths

134

134. Bio-luminescent algae float in the water, giving off faint light and revealing dark shapes

135

135. During the night, ball lightning dances among the sails, creating a frightening show. It does no damage.

136

136. A rain of stinging jellyfish falls from the sky; a waterspout roils water in the distance

137

137. The navigator muses about two new stars that move each night

138

138. Aurora Borealis in the night

139

139. Globes of light move beneath the surface of the water

140

140. Animals along shore migrate in the same direction, visibly agitated

141

141. Unchecked forest fires burn along the shoreline

142

142. As a tentacle wraps itself up the side of the ship, though not over the railing, the ship lists until the suckered arm detaches

143

143. A black cloud roughly the size of your boat is fixed above you, emptying sheets of rain in a permanent squall

144

144. A rogue wave travels under the ship, lifting then dropping it

145

145. A rogue wave crashes upon deck

146

146. A floating, watertight chest knocks up alongside--it might contain a relic, philosopher's journals, or junk

147

147. The classic "message in a bottle" arrives

148

148. One of the sails tears loudly

149

149. A shipmate goes harmlessly insane, spouts prophecies

150

150. A shipmate gets hit by the mast and slips into a coma

151

151. An artist paints or carves in wood a portrait of a sunset

152

152. Someone drops and chases something valuable that slides across deck

153

153. A fishing net catches something valuable

154

154. Someone is stealing rations from the ship's supplies

155

155. There is a stowaway that nobody knows about

156

156. Snow or a freezing rain storm causes slippery decks

157

157. Someone plays a prank

158

158. Beautiful coral reefs

159

159. Something big and heavy falls and rolls across a deck

160

160. Something absurdly large is discovered in the hold; nobody realized they were transporting it (large mammal, ancient statue, fountain)

161

161. Decayed body floats by

162

162. Ship tilts to one side and corrects itself before anyone finds out why

163

163. Nets or fishing lines are pulled by something massive, dragging ship along

164

164. A gust of wind brings vomit back over the rail to hit someone

165

165. Crew experiences scurvy

166

166. Crew experiences communicable diseases picked up at port

167

167. Whirlpool grabs ship, spins it, then ceases

168

168. Eclipse of the sun or moon

169

169. Smell of flowers comes on the wind and lingers

170

170. Bird drops dead on ship

171

171. Bird lands on ship carrying an unknown plant

172

172. Clouds appear that are unmistakable representations of crew members, then fade

173

173. Whole crew falls asleep

174

174. Fisher man seen fishing with dynamite (or fireballs)

175

175. Dragon catching fish

176

176. An old woman appears on deck. She says a toll must be paid to pass beyond this point, and seems to have the power to enforce it. But she doesn’t want money. She wants something from each of you that you can’t bear living without. PCs either give her their most valuable piece of equipment or fight her. Old woman is lesser sea hag. https://www.dndbeyond.com/monsters/sea-hag

177

177. A beautiful mermaid is spotted approaching your ship by a number of crew. Shortly after they spot her, they suddenly sink into madness, ravenously gnawing on their fingers and rambling in an unknown language. All the while, she is getting closer. Mermaid is an undead mermaid, accompanied by multiple undead sea animals. Mermaid has 5 casts of dissonant whispers and the vicious mockery cantrip, but instead of insults it's a haunting song.

178

178. A small trickle of water is seen coming into the ship. It seems like it’s not an issue, but when someone goes to plug it, the hole opens up and devours them.

179

179. You see a crew-member slip on the deck. Upon closer inspection, the spot is covered with ice. The water is still liquid, but the ship is slowly freezing.

180

180. A huge storm approaches, making it difficult to see. The sound of rushing water alerts you to a whirlpool forming ahead, threatening to pull the ship in or damage it if you don’t think fast!

181

181. A flock of birds appears to be circling bits of driftwood. Upon closer inspection there is blood in the water and the birds are glowing faintly red. There might be something valuable still floating around if you’re willing to risk it…

182

182. The navigator is found to be a fraud- he has no idea where the ship is or where it is going. Neither does anyone else on the ship.

183

183. The ship passes over a coral reef inhabited by aquatic fairies- the fairies play pranks on and try to mislead the crew, accidentally causing one crew member to fall off the mast to his death.

184

184. The captain calls everyone aboard and announces that someone or something has been stealing food- there is only 1d4 days worth of rations left.

185

185. A sailor spots a glimmer under the water—further investigation reveals it is the very top of a huge underwater statue made of gold.

186

186. You observe a rather small island in the distance, being no bigger than the size of a small courtyard. Upon closer inspection, you notice that there is table in the center of the island, surrounded by 10 or so chairs. The table is set for what seems to be a grand feast, displaying all sorts of exotic food and drink, completely fresh. However, there is no mention of this island on any map, and you find no indication that anyone else has been there recently.

187

187. A fishing net brings aboard a treasure chest that turns out to be a mimic.

188

188. An orc scout ship is seen in the distance, traveling fast towards the ship.

189

189. Below the water, someone on the ship notices an enormous sunken city.

190

190. Ship is boarded and searched by the Navy

191

191. Water calms, humidity rises to 100%, temperature climbs, you are driven mad with unquenchable thirst, the sun seems to stand still

192

192. A flag pole protrudes from the water ahead of the ship--it is the top mast of another ship, submerged but upright, having achieved neutral buoyancy at this unlikely depth

193

193. Alone on high seas, you are overtaken by another vessel under full sail but without a soul on deck

194

194. Approaching port, no ship responds to your hails, and doors and windows are hung with black cloth; a single solid yellow flag flies from the end of the pier

195

195. Weak Pirates

196

196. Whirlpool

197

197. Raft with chained treasure chest

198

198. Magical green fog

199

199. Mermaids

200

200. Infected crew who is willing to pay for help

201

201. Merfolk Merchants

202

202. Underwater treasure that can be seen from the ship. (Gel Cube)

203

203. A leak in the ship

204

204. Uncharted island on the horizon

205

205. Albatross flies overhead, crew members threaten to shoot it down.

206

206. Sirens

207

207. Harpy attack

208

208. Cave that is wide enough, and the water deep enough, to sail into.

209

209. The crew of a passing ship invite the PCs to dinner on their vessel.

210

210. A fleet of Slavers

211

211. The PCs pass a pirate ship with all of it's crew heavily asleep. Waking up any of the crew members causes them to suffer a heart attack. Further inspection of the ship reveals that someone brought aboard a cursed gem in the shape of a skull. Dispelling the magic from the gem will safely wake all of the crew.

212

212. An island with a sail hung from palm tree's pulls up next to the PC's ship. On it is a man with tattered clothes and an age old beard. It's a traveling merchant. He doesn't have many goods, but he sure has a lot of money. All of his goods are laid out neatly on a very tattered, red and white checker blanket. The trader will buy pretty much anything; don't try to steal from him though. His island and goods are protected by coconuts shrouded in blue flames, haunted by the souls who were lost at sea.

213

213. A group of sahuagin have found an underwater “temple” and awaken a shark god in it that has been imprisoned for millennia. They are now raiding coastal towns for live sacrifices to feed this newfound deity.

214

214. A castaway is floating on a poorly made life raft. If you try to offer him a ride he says he will only do it if you all are heading towards ...

215

215. A seagull lands on the bow with a message tied to it's leg.

216

216. A brass dragon can be seen flying along to the South.

217

217. As the crew tries to correct their course, they find the rudder is not responding.

218

218. A waterfall that falls from the clouds into the ocean. Your boat can travel up it. What could be up there?

219

219. A slow moving but non-hostile leviathan that is just swimming along just below the surface. A giant turtle perhaps?

220

220. Debris and destroyed ships from a concluded battle.

221

221. An archway of seemingly natural stone that, if traveled through, leads to an ocean of blood within a demonic dimension.

222

222. A merchant ship filled with riches that looks to just be floating about on its own. It is completely abandoned. What kind of horrors/madness would cause the entirety of the crew to abandon such wealth? Why is there no trace of the crew at all, or any discernible struggle?

223

223. A massive Storm Giant that is just sitting atop a sand bar. He is fishing using a God Sized fishing rod. What is he fishing for you ask? Krakens hopefully. He wishes to make a nice Kraken dish for his girl for their anniversary. Unfortunately he seems to only be catching Colossal Squid thus far.

224

224. A dead whale that is just floating around and bloating from the trapped gasses within. Don't poke it. Oh dear, there are sharks poking it. Yup they're taking chunks out of it. It's gonna explode if they keep biting it. Yeah, it exploded.

225

225. Trillions upon trillions of ants have, it seems, connected themselves together in a lattice and have formed a successful raft. By the grace of the gods, and the laws of physics they are floating to new lands. Respect.

226

226. Amidst the waves, there is a strange section of the ocean that all of a sudden features completely still and undisturbed water. Very suspicious.

227

227. A meteor from space, probably a solid 100 feet in radius, lights up the sky in a blaze and contacts the surface of the water, sending a massive geyser back up into space and showering the surrounding mile in a rainy mist. It contacted the water nearly a mile away, will you investigate? Is it lost to the depths or did it land in a shallow enough spot to dive to?

228

228. 3 lights can be seen a few miles away dancing above the ocean. Once the party's craft gets closer the lights suddenly rush towards them. They're pixies, and they're a little worse for wear. They plead for the party to save their island home from "the rock man".

229

229. Traveling brothel

230

230. Traveling casino

231

231. Naval ship

232

232. Naval fleet

233

233. Life raft with a man lost at sea

234

234. Life raft with a doppelganger/oni/some other shapeshifter posing as a man lost at sea

235

235. Weresharks

236

236. Pirate ship

237

237. Floating Supplies

238

238. Pirate ship with (enter monster here) as the captain

239

239. Kraken

240

240. Doldrums

241

241. Whirlpool

242

242. Pirate ship with (enter monster here) as the crew

243

243. Sea hags

244

244. Water elementals

245

245. Air elementals

246

246. Merfolk

247

247. Merrows

248

248. Ghost Ship

249

249. A friendly ship

250

250. A hostile ship

251

251. From far off, the PCs see storm clouds, approaching fast. As the storm comes nearer, a water spout forms, stretching from the ocean to the sky. It appears the water spout has sucked up local sea creatures and is flinging them around.

252

252. After a while of uneventful sailing, a smell like low tide in the docks rises on the air. A desiccated hand, seaweed clinging to it like funeral wrappings, claws its way onto the rail. The arm attached to it, and the entire clawing corpse, is similarly encased in seaweed. Two more seaweed mummies quickly join it, effortlessly clawing their way onto the deck.

253

253. Off the stern, the PCs see men approaching the boat. Each is standing astride two harnessed sharks and it's hard to mistake the malice in their eyes.

254

254. A gout of flame lights up the night sky. Truly this must be the terrible one-winged dragon pirate, Captain Blauvint with his magical cannon Belcher.

255

255. A boxy black ship that runs with no lights at night. It's a floating ninja fortress.

256

256. The players find a beautiful tiara or shell and gold in some lost temple, but soon after they acquire it Sahaugin (and other terrible things from the deep) attack whenever they stop.

257

257. An elven lich with eyes that have some other world's night sky in them, serves as the emissary of the mad goddess of the sea, burning those who do not pay her proper tithe.

258

258. The seven daggers of the Cortadormar, a crew of largely benevolent pirates famous for starting a feud with a local lord. Perhaps they seek help? Perhaps the local lord will pay well for information about them?

259

259. A small jungle island inhabited solely by giant lizards, though crumbling structures hint at a previous civilization.

260

260. Vampirates.

261

261. A woman frozen in a solid block of ice, just bobbing there in the ocean. She looks mildly annoyed.

262

262. A mile wide iceberg floats nearby, inhabited by a young white dragon and his cohort of kobold fishermen. There are several penguins that will raise the alarm should any interlopers appear. The white dragon waits in a cave at the center of the burg and uses ice shape to ensure victory if anyone is foolish enough to face him within. He is visible through the ice. Sloped Icy staircase DC: 23.

263

263. At night, preferably, the sound of oars. Light reveals a black shape: a hooded man in an old boat; he asks for food and if given, he returns to a little isle somewhere close. If searched, the isle, the man and her wife, are infested with fungi. It's dreadful

264

264. The party comes across an unexplained abandoned ship floating on the high seas (a la the Mary Celeste. Exploring the craft is a disturbing experience - the PC's continually see things moving out of the corner of their eye. If they look in the captain's cabin they will find what appears to be a large chest. Alas, it is a mimic. The party will then realize the things they saw moving in the corner of their eyes are more of the creatures: the ship is infested with mimics! What has happened here? Here are some possibilities: - The ship was transporting captured mimics, and they escaped and ate the crew. - Mimics are squid like creatures native to the depths of the sea. Every so often they come to the surface - perhaps to play, breed, or hunt. -  The mimics are the spawn of a much larger mimic ... the ship itself.

265

265. A ship infested with rum gremlins -- they're contagious!

266

266. An uncharted island with a line mountain and lots of vegetation. It appears to move . . . And it opened an eye? The island is a giant turtle. And there's a druid grove/tower/ruins on its back.

267

267. A bottle in some flotsam. Cleaning the bottle reveals a model ship! But, a closer look reveals its no model. Another ship was cursed and trapped in the bottle. Can you free them? Will you be next?

268

268. Some small boats with black sails are gathered in a circle. Dressed in black robes, the crew chants in deep speech.

269

269. A storm sorcerer in a manta cloak climbs aboard. The mage offers swift winds in exchange for safe passage, good company, and a black pearl.

270

270. From out of the mist a ship appears. It's ghostly crew doesn't appear to notice anyone else. They appear to be fleeing in panic. Suddenly they stop and as one turn and stare to the South with mouths agape in horror. They throw up their arms as though to ward something off, then instantly pop out of existence. Off to the South a dim light can be briefly seen...

271

271. Your Mage/scientist inspects a rainbow shimmer on the surface of the water surrounding your ship, it's liquid memory holding a message/warning.

272

272. A ship is sighted, called "Esoteric Order" from the city of Newburyport. The first seaman seen, Obed Marsh, seems normal, and responds to overtures. He tells them that... "Right naow Cap'n is abaout changed. Can't shet his eyes no more, an' is all aout o' shape. He still wears clothes, but he'll take to the water soon." Once closer, the PCs will see that the ship is crewed by silent, squat men with bulging eyes that never blink. When hailed, they simply stare at the PCs with unblinking eyes and gaping mouths. A rank stench of dead fish and rotting seaweed hangs over all. Swimming in the water beneath the "Esoteric Order" are humanoid shapes...

273

273. Underwater rock or reef

274

274. Floating carcass of giant sea creature

275

275. Giant Piranhas surround the ship.

276

276. There's a small, rocky island far away from any other land. On it is a very attractive woman in a makeshift shelter. You can hear her singing long before you can see her. She is NOT a siren; she is a bard whose performance is singing. She is here due to a miscalculation of a teleportation circle. She's also chaotic evil, greedy and very charming.

277

277. A gnomish submersible captained by a rogue smuggler currently transporting drugs but also a member of the Gnomish Royal family in disguise on the run from their evil betrothed.

278

278. A storm cloud nursery: rain falls up from the ocean into slowly growing and darkening clouds.

279

279. A long makeshift canoe manned with goblins is anchored. The goblins are slapping the water with broad oars in unison, creating waves. When asked what they are doing, they say they are creating a tsunami to punish another beach-dwelling tribe who insulted their leader.

280

280. An awe-inspiring school of glittering flying fish burst from the ocean around you, chittering with delight like a beautiful birdsong.

281

281. A rowboat occupied by three famished and guilt-ridden seamen together with the well-gnawed bones of the deceased Cabin Boy, young Master Richard Parker, 17 y/o, destined not to grow any older.

282

282. A floating hulk whose crew are all dead. A throng of aquatic ghouls (Lacedons) are aboard and indulging in a feast.

283

283. A hot air balloon is floating along the breeze. The sole occupant of the balloons basket, a middle-aged male halfling, seems to frantically trying to land the balloon on the deck of your ship. Do you allow it or do you shoot him down?

284

284. Murder mystery on the ship.

285

285. Attacked by an undersea vessel. Enchanted by elemental mage.

286

286. Bump into (literally) undersea vessel. Invented by dwarven/gnomish plumbers for use in underwater mining.

287

287. Slave ship coming back from war.

288

288. Druidic ship made entirely of animated plants.

289

289. Encounter trade ship set up for non-land based trade. Avoids taxes, trades exclusively with other vessels.

290

290. A huge flat fish is swimming alongside your ship, and occasionally says recognizable words at random. It is not intelligent.

291

291. A albino albatross lands on your ship and refuses to leave. Several crewmen become convinced that this is an ill omen and become irrational.

292

292. A barrel bobs along the waves. Inside, wrapped in multiple layers of different material, are several small books describing the adventures of 'forgotten heroes' (stories from previous campaigns, the plots from famous movies, fairy tales with all the names changed etc). One book however appears blank inside spare a picture of the moon. If read in moonlight, the reader will learn a spell.

293

293. A giant squid/kraken - have the tentacles act as separate opponents.

294

294. A pirate submarine - captained by a wizard.

295

295. An island on the back of an ancient creature.

296

296. The top of a fortress rising from the water. Exploration could be dangerous but rewarding.

297

297. A dirigible taxi leading to a city in the clouds.

298

298. A vast algae bloom that's deprived local wildlife of oxygen so drastically that the fish and plants have all died. Sort of like a desert on the ocean.

299

299. A group of druidic merfolk that consider your boat a threat to the natural balance.

300

300. A mysteriously buoyant jeweled necklace - it's a lich's phylactery.