Sea Noncombat Encounters 1 0
Sea Noncombat Encounters 1 0
Sea Noncombat Encounters 1 0
Sea Noncombat
Encounters
Sea Noncombat Encounters
Credits
Writing. Purple Bog Press, Benjamin Aitken, Duncan
Thomson Related PDFs and Titles
Editing and Layout. Duncan Thomson
Cover Art. Photo by Cristofer Maximilian on Unsplash
Interior Art. includes Bob Greyvenstein, Paweł Parol, Carlos
"Celurian" Torreblanca and Eric Lofgren
Some artwork © 2021 Eric Lofgren, used with permission.
All rights reserved.
Table of Contents
Port and Docks ............................................................................... 3
Individual Seafarers ....................................................................... 3
Coastal Encounters ........................................................................ 4
Aerial Encounters ........................................................................... 4
Open Sea .......................................................................................... 5
Island Encounters .......................................................................... 5
Underwater Encounters ................................................................ 6
Beach Encounters .......................................................................... 6
Watercraft to Encounter ................................................................ 7
Ship Events ...................................................................................... 7
2
Sea Noncombat Encounters
NPCs are commoners if no stat block is mentioned. Ship
crew might also be bandits, guards or thugs.
Port and Docks
Where ships come to be unloaded, passengers disembark,
commerce thrives and interesting things happen in the alleys.
1d20
A picket line of striking dock workers winds around a large warehouse.
1
A character recognizes a former romantic partner in the line.
2 A guide is giving a walking tour of the oldest buildings in the docks.
A haggard artist tries to sell paintings to passersby without much luck.
3
Inspecting reveals paintings are exceptionally good. or roll on Seafarers
4 A peddler of pleasures (wererat) offers pricey unique experiences.
5
A pair of teamsters struggle with a crate marked "Dangerous Livestock". Individual Seafarers
They drop it, revealing a hungry rust monster. "Don't hurt it" one shouts!
6 An apprentice sailor asks where they could get a left-handed hammer. All kind of seafaring NPCs for the group to meet. Found on a
A blank eyed organ player and imp provide eerie music. Whenever
ship, at the docks, alone in a boat or marooned on an island.
7
someone tosses a coin the imp catches it and grins unpleasantly. 1d20
8 A pirate captain requests input in choosing which peg leg to wear next. A disreputable sailor (bandit) who carries many scars. Said to be hunted
1
A gnome on a junk boat cries out "Premium Prices for magical items". by fiends, yet spend most of their time feeding gulls and stray animals.
9
A half finished golem lies rusting in the cabin behind them. A tense mariner with a powerful build rivaling most orcs. Their eyes,
2
10 There is a shout, as bolts of fine, colorful fabric roll down a gangplank. suggesting a burden they can no longer bear, watches group closely.
A merchant requests help in loading crates onto a ship. Gives stern A fierce-looking scout sits in the corner sharpening arrows. They never
11 3
instructions for group to keep ears stuffed with cotton no matter what. takes off their strange dark glasses, and most give them a wide berth.
12 The doors of a seemingly empty warehouse open, then all slam shut. A cheerful bandit captain claims to own the ship Mithril Hunter. When a
4
A character spots a tabaxi spy slyly climbing down the rigging of a look of thunder crosses their face, it indicates trouble is about to occur.
13
luxurious yacht. They freeze when a crew member stumbles out. 5 A trustworthy sailor, revolted by the sea, but serves an uncaring sea god.
14 Posters proclaim danger lurking at night. Sketches match a character. "The Chain Breaker" is a malenti (sahuagin, appears as a sea elf) who
6
A hissed confrontation ends badly as a scimitar glints in an alleyway. A once served an evil sea god, but now liberates captives from pirates.
15
tortle bandit lies bleeding and unconscious as their assailant flees. A masked merchant (spy) trading in unique items. Rumored to be a
7
16 A frantic official shouts at a docking boat, about to crash into a pier. vampire, known as a cheat, only the desperate seek them out
On second glance, a fortune-telling mannequin reveals itself to be a real A veteran as tall as an elf can be. Once a soldier, they can move with the
17 8
person, and quietly calls one of the party over and whispers something. speed and strength of the wind in spite of their physical disabilities.
18 A cart vendor is selling an exquisite collection of eye patches. A scholar (noble) offers payment for help to dam up a river. The locals
9
A pair of colorful bards (spies) dice with sailors. The sailors have lost won't help, scared of a prophecy that halting river will bring disaster.
19
and the mood is souring when their leader calls for "One more roll!" A turbulent musician (Perform +3) who carries a variety of drums. They
10
20 A dwarf thug offers monster pit-fight tickets, and a tip on a "sure thing". have worked on many vessels and love to improvise with their rhythms.
A brutish gnome thug who is cursing in Gnoll. They carry a sword more
11
than twice their size, which famously belonged to a notorious pirate.
A watchful hermit (scout) with faded tattoos and haunted eyes. They've
12
been here for as long as any can remember, yet none know their name.
A trickster priest tells tales of their travels, from crabs carrying chests to
13
cursed masts collapsing, and an island where trees grow upside down.
A capricious sprite who constantly plays annoying pranks. However,
14
they are said to bring good luck, so others tolerates their presence.
A brightly dressed sahuagin bears gifts, claiming to be an ambassador of
15
an underwater city. Wherever they go, sharks start to gather soon after.
A mighty paladin (knight) regales others with adventuring tales. People
16
constantly interrupt her with jars to open and feats of strength.
A helpful halfling mage has spindly arms and legs. They are in search of
17
adventure, but are constantly alert, as if hiding from something.
An animated acolyte who sings catchy songs in praise of a sun god,
18
wandering from place to place. Despite being a tortle, they can't swim.
A harmless doppelganger has bright purple eyes that always give them
19
away. Everyone humors them, pretending they can’t tell.
A kindly veteran who leads a family of outcasts, the Burning Sails. The
20
members are survivors of disasters which took the rest of their crew.
3
Shore and Sky
Aerial Encounters
Sky encounters, whether above a ship, among the clouds or
otherwise in the air. Only wind, rain and cloud for company.
1d20
1 A harpy insists in broken Common that they're here to assist the group.
The surrounding air shimmers with dazzling lights of blue and purple.
2
Every creature nearby is illuminated (as faerie fire spell) for a few hours.
3 Colorful tropical birds fly by, seemingly squawking, but without sound.
Floating aimlessly aboard a cloud, a djinni passes the group, giving a
4
wave. Soon afterwards the clouds turn heavy and darken toward a storm.
5 A terrified orc cries for help, from a crows nest drifting in the sky.
A herd of hippogriffs flies overhead. Mounted on them is a group of
6
adventure tourists, guided by a grizzled captain (veteran).
7 A group of disheveled aarakocra desperately searches for a missing pet.
Riding a giant gull (giant eagle), a convincing kobold (Persuasion +5)
8
warns of pirates nearby. For a reasonable price, they will act as a guide.
9 A bored cloud giant steers a cloud castle to the group, wanting to talk.
Fixed in midair, a human is frozen in time, at moment of being thrown
10
off something. If touched the effect vanishes and they fall screaming.
11 A pteranodon family flies by, one in a party hat clutching a wrapped gift.
An osprey (hawk) swoops down and drops a small, illustrated book by a
12
character. It then circles (or lands) nearby, looking at party expectantly.
Coastal Encounters
13 A rainbow arcs from a cloud. A dryad slides down it, looking confused.
Where sea meets shore, places of wrecks and cliffs, fishing
villages and moored boats, jagged rocks and hidden coves. 14
With an ear-splitting screech an imperious black dragon wyrmling gains
attention. It demands to be hidden, promising wealth to any who aid it.
1d20 15 A cordial pegasus stops the group and politely asks for a drink of water.
1 A seagull (vulture) snatches an object from a character's pack. The Golden Mallard is an airship shaped like a duck, which can also sail
16
A beautiful figure on a clifftop looks wistfully out into the distance. If on water. It is entirely crewed by bugbears, who love to entertain.
2
approached, they cry out and vanish in a long, echoing scream. 17 A runed bottle floats on the winds, with a message in a strange tongue.
3 A kite hovers in the air, with no apparent flyer. or roll on Aerial Encs a halfling tribal warrior frantically gestures for help. They hang from a
18
Several children excitedly inform the group that they’ve recently seen rope, attached to a floating net with several trapped gas spores.
4
glowing lights, coming from the old shipwreck nearby. 19 A young elf plummets downward, thrown off by a headstrong wyvern.
5 Dragonboat races are about to start, but one boat needs more crew. A squad of tritons (merfolk) in flawless shell armor ride flying fish (giant
20
sea horse, fly 50 ft.). Ask group to stop, as visitors unwelcome here.
A long red scarf is visible, trailing to a hidden cave entrance. Inside is a
6
merfolk’s secret grotto, a treasure trove of mundane human artifacts.
7 A haul of fish lands at a village, everyone lining up for a mutated catch.
Recent rains have revealed a long forgotten shrine hidden behind the
8
cliff face. The fearsome deity depicted is unknown.
9 Several pebbles at the shoreline suddenly levitate to eye level.
A fishing village is abuzz with talk that some fisherfolk came across a
10
kraken tentacle. It looks like it was severed some time ago.
11 Things wriggle in a fine mesh net. Inspecting reveals a catch of stirges.
Keeping close to shore is a sleek single-masted boat with black sails. It
12
is probably heading to a local cove known for smuggling.
13 A galeb duhr helpfully moves rocks so villagers can get to their boats.
A pair of nonhostile sahuagin flags the group down from the surf. In
14
crude Common they explain they are looking for a thief.
15 An elven wreck is home to desperate banshee, who pleads for release.
An unique rock formation, renowned locally, is normally only accessible
16
by boat. It can now be walked to, due to a strangely low tide.
17 A map lies in a dried pool of blood, by dead sailors with brutal wounds.
A rough sport involving throwing a dead head is being played by
18
laughing elves, who challenge party to a game; or roll on Beach Encs
19 A symphony of saltwater frogs breaks out... into an actual symphony.
Several locals surround an anchored rope, tied to a floating cloaker,
20
asleep. They don't want it to be disturbed, muttering about ill omens.
4
Sea and Island
Open Sea
Mostly water, but there are also curious sea monsters,
floating objects, marine animals and peoples from the depths.
For other encounters, Island Encounters give an alternative.
1d20
1 Ghostly hands and faces attempt to pierce the water from below.
Found among flotsam, a starving tiefling begs passage to land. If asked
2
what happened they state "It invisibly cut through the crew to get me."
3 Two elves row a big pumpkin, whistling a familiar tune; or roll on Ships
Walking over the waves, a furious archmage loudly complains about the
4
quality of care they received. They demand passage from the group.
5 A table floats by, with nothing on top of it but a lit brass oil lamp .
A portal opens up in the sea (or sky) and a marid (or djinni) looks
6
through. They recite poetry and then address the party with a question.
7 A gelatinous cube floats, barely visible. Inside it is a brilliant trident. Island Encounters
A ferocious-looking sea monster (dragon turtle stats) surfaces nearby. In Islands come in many varieties, verdant and barren, icy and
8
a friendly voice, it delivers a message from a character's cousin. tropical. Many have sandy beaches, and others jagged rocks.
9 From the clear sky, three bolts of lightning strike three different spots
Use 1d10 for an encounter found on an island. Or for an
10
A gladiator in a lone canoe paddles towards group in the open water. entire island use 1d10+10 (11-20) .
They have clearly been out here a while but have no interest in rescue.
11 Inexplicably, there is a large mass of noodles floating in the open water. 1d20
From a ship's wreckage, a severely wounded medusa pleads sanctuary. A sea hag claims to be bound to the island., They offer a reward for the
12 1
She swears she was an innocent passenger, and not the ship's doom. capture of a young aarakokra who eloped with their daughter.
13 A few tritons (merfolk) pop up, point at a character, and disappear again. 2 All the coconuts (or other fruits) drop from their trees simultaneously.
A giant jellyfish (giant octopus stats) follows the group, inevitably A weeping nymph (dryad) collects refuse washed up by a storm. They
14 3
catching up with them wherever they go. It just wants to be fed scraps. want to make ornaments for their mangrove; or roll on Beach Encs
15 An albatross, too weak to fly, is a druid seeking aid for their enclave. 4 A loud, throaty rumbling noise echoes over the island. It repeats hourly.
Below the waves it's possible to see the spires of a beautiful city. A character finds signs of a cache, buried here. It is one of several on
16 5
Humanoids move to and fro, seemingly oblivious to the world above. the island, each containing valuable alcohol, food and other supplies.
17 A pod of frolicking dolphins spell out a message with their bodies. 6 A character finds a sending stone disguised as a coconut (or big shell).
A pair of air elementals perform a mesmerizing dance. They hover There is a lighthouse, offering comforting illumination. If a character
18 7
expectantly, rewarding gifts with favorable winds; or roll on Aerial Encs comes near, the light begins to follow their every movement.
19 A goat calmly stands atop a giant crab swimming in the water. 8 A character trips over childhood belongings, that they didn't bring here.
A strange ticking fills the air, accompanying the silhouette of an Two ships sit at anchor. Officers of both are on one deck, deep in
20 9
enormous crocodile (giant crocodile) as it passes by. discussion. Group had heard that these ships are foes; or roll on Ships
10 Suddenly, all coconuts (or other fruits) on ground float up to their trees.
11 Each tree on this deserted island has a blue ribbon tied around it.
The island a collection of vessels lashed together into a shanty town.
12
The inhabitants are made of wood under the effect of a great curse.
13 The sandy beaches of this island’s expansive beaches are bright pink.
During the day the island is a plentiful sanctuary. At night the water
14
turns acidic and the inhabitants flee to the mangrove trees for safety.
15 An awakened tree wanders the verdant island, desperate for company.
This island is the home of a plague stricken village. A ship warns all who
16
enter they may not leave again. However, no one here appears ill!
17 This island looks like a frozen wasteland, unlike another island nearby.
All beasts on this sprawling island and surrounding waters are giant-
18
sized versions. Giant crabs, giant spiders and giant lizards among others.
19 This tiny island is barren, save for a small altar with a bizarre inscription.
Everything on island is made from sweet foods. If anyone attempts to
20
eat anything, illusion dispels and a group of pixies streak away, laughing.
5
Deeps and Shore Beach Encounters
A sunny sandy beach is or a barren windswept pebble one.
Both have things in the shallows or the washed up debris.
1d20
1 A picnic is spread out, but no one is around and birds visibly avoid it.
A stretched out rope buried in the beach almost trips a character. Both
2
ends lead far into the distance in opposing directions.
3 A hermit crab wanders by, its home a rusty, bejeweled chalice.
Nearby (or on a pier) is a small festival, complete with pony rides. The
4
ponies are being ridden by cats; or roll on Coastal Encounters
5 A peaceful young bulette is happily digging tunnels in the shallows.
A rusted suit of animated armor pokes out from detritus. If approached,
6
an echoing, hollow voice rings out "Don't be a knave! Help me out."
7 A halfling and dwarf sit on a chest in the sea, casually sipping tea.
A strange, bizarre warning is written in the sand. A scout, investigating
8
for local ruler, tells group warnings appear each dawn without a writer.
9 Washed-up glass turns out to be green dragon scales when inspected.
Stilt-walkers are wading, their nets dangling beneath them to catch fish.
10
One vanishes under the water, as a playful water elemental appears.
11 Half-buried is a well-loved novel, The Shifting Winds of Fate.
Many yurts have been erected here, home to a nomadic people. A
12
watching guard tells group local noble wants these people moved on.
13 A clutch of mysterious eggs nestled in sand is on the verge of hatching.
From a snail shell a voice croaks out, "Sorry but can you help me?". It
14
contains a solar, trapped within thousands of shells across the beach.
15 A weathered kite tears across the beach, as a pair of gnomes sand-surf.
Underwater Encounters 16
A collection of vampire spawn enjoy the beach (with a canopy during
Beneath the ocean is a world beyond the sight of surface the day). A bottle of rich red blood is opened and company is welcome.
mortals. Strange fish mingle with aspects of elemental water. 17 A feathered hat tumbles down the beach, caught in the wind.
Moored a little offshore is a collection of houseboats, all in the shape of
18
1d20 various types of shoe. or roll on Ships for a another watercraft here
1 A variety of rocks have been arranged on the seafloor into a large arrow. 19 A sandcastle competition is about to start. Spare spades are available.
A dead sailor is tangled in the rigging of a recently sunk merchant ship, A warning sign in dunes marks a slumbering aboleth. Terrible dreams of
2 20
strangely untouched; or roll on Ships for another shipwreck drowning on land haunt all sleeping nearby, including local villagers.
3 A group of merfolk are fascinated by land and want aid surviving there.
4 A family of water elementals frolics together, rolling along the seabed.
A drowned captain (ghost) urges all they meet to free them. A curse
5
binds captain and undead crew to a nearby warship, sunk long ago.
6 An exquisitely jeweled necklace floats slowly to the bottom of the sea.
7 A large fish eats a smaller fish, as that fish eats an even smaller one.
From a deep crevice a massive tentacle rises out, beckoning. A psychic
8
presence shakes the water as something calls out to the group.
9 A glittering trident is embedded in coral; removing it needs great might.
10 From a steam vent several steam mephits cavort in a ritual dance.
A confused iron golem marches to and fro. The underwater arcane tower
11
here was buried in a collapse, and the golem has had no purpose since.
12 An octopus appears to be using a crowbar to open a sunken chest.
13 Whale song fills water around the group, along with a sense of urgency.
A darting fish shoots through the water, grabs a shiny object from the
14
party, and attempts to retreat as fast as it arrived.
15 A series of statues have been sunk here. All are petrified creatures.
16 From above a dragon turtle corpse drifts down to the inky depths.
A priest of a sea god stops to ask for a water breathing spell, as theirs is
17
about to run out; or roll on Seafarers for unexpected NPC to encounter
18 At edge of a volcanic zone, a water elemental and a fire elemental bicker.
19 Bioluminescent shrimp gather, creating shifting, fantastical patterns.
Ahead the water becomes a murky wall. Hidden within the darkness a
20
psychic voice reaches out to ask, "Would you help me cross?"
6
Ships and Ship Events
Watercraft to Encounter
A ship or other seagoing watercraft, encountered in port, at
the coast, in the open sea or as a wreck.
1d20
Bottle is a beautiful vessel of crystal, crewed by water genasi. These
1
waters are unfamiliar, and they seek to return to the Plane of Water
The ship Bad Call is notorious for its crew's ill fortune, but somehow
2
continues to sail. The misfortune appears to spread to others it meets.
Veritable Harvest is captained by a mage who made a pact with an evil
3
power. It is crewed by dead hands, and seeks an island lost in time.
Atop a raft made of seaweed and kelp (shambling mound), a friendly
4
elven druid waves, asking about a star that might have crashed nearby.
Mishmash is a floating village of misfits, trading wherever their home
5
goes. It is well built of rafts, broken ships, nets, and cast-off objects.
The Lulu is made from a massive pea pod, with a giant beanstalk as its
6
mast. A jolly crew is singing as they manage sails made of giant leaves.
My Creator’s Wish dredges area for a lost treasure. The captain, a
7
fanatical warforged veteran, promises wealth to any who can help.
The Rusted Anchor is a mechanical steamship that often breaks down.
8
Run by artificer gnomes, it toots a loud horn to signal attention.
The Unending Hunger, with blood red sails, appears to be empty.
9
Every dockside horror story talks of a crew of vampires aboard. Events On-board Ship
Sea Idol is crewed by kobolds, who have numbers for names. Number Distractions and interludes which can happen nearly
10
6 is a veteran living apart, on board especially to deal with monsters. anytime, including during a seafaring voyage.
Feared pirate ship Black Star is known for dramatically appearing from
11 1d20
nowhere. This time the captain (bandit captain) asks for directions.
1 Among a net of fish is a mosaic-covered pot, with a wax-sealed lid.
The Lucky Roll is a longboat won by a scout playing dice, now crewed
12 From all around pillars of earth erupt from the ocean. The crew shout
by extended family. They row out of time, as no-one can keep a beat. 2
in surprise as an earthen hand holds the ship aloft.
Surprise is made from body of a sea monster, crewed by lizardfolk.
13 3 Crew warily report crates that grew legs, and are now hiding on board.
They seek allies to free their people from a tyrannical naga.
Under canvas hides a kobold stowaway, who wants to see the world
Ollie is a heavily laden cargo ship, protected by a pair of adventurers. 4
14 and play three-dragon ante; or roll on Seafarers for other stowaway
A well-dressed couple on-board want to take refuge with the party.
5 A homunculus in a tiny boat approaches holding a letter for the party.
The Good Ship is entirely made of candy, crewed by gingerbread
15 A caught fish sputters in perfect common "Return me to the water or
sailors (myconid stats). Fey magic keeps it protected from the water. 6
The fishing boat Orktopus is small, laden with massive fish. The crew the water will remember you for what little will remain of your life!"
16 7 At a quiet moment, a mysterious booming noise sounds seven times.
sings a jaunty song in a language none in group have heard before.
Merchant ship Natural One has an unhappy crew. Entangling vines An unchecked line sees a sailor thrown overboard as the weather
17 8
have grown in last few days, but the druid passengers deny any link. worsens rapidly. With them goes the ship's purse and a vital key!
A floating giant translucent orb hosts a court of bullywugs in a moist 9 A flock of gulls flies around the ship’s sails. Weirdly, one is purple.
18
rainforest biome. Ruled by Queen Glurgex, on way to a summer home. Fireworks (or the skywrite spell) burst into the sky, spelling out "WILL
10
Fortuitous is a merchant ship with a rich priest as captain. They seek a YOU MARRY ME?"". Everyone looks around confusedly.
19
newly found volcanic island, trying to claim ownership before a rival. 11 The dinner bell rings. But this time, a sumptuous banquet is laid out.
The Weaver is shaped as a huge spider, giving appearance of walking As light sources bloom from the water, a wary sailor warns group to
20 12
on the water. It heads towards group, wanting to trade food and water. "Best ignore them, looking too long makes a person want to jump."
13 The first mate opens a crate of balls and tosses them to the crew.
The head of a spirit naga appears over side of the boat. "I thank you as
14
always" it hisses as two crew carry bundles and chests towards it.
15 A dragon wyrmling flying overhead drops a tangle of fine silk ribbons.
At the top of the mast is carved a peculiar face, eyes watching with
16
malicious glee. Wasn't there yesterday, and who carved it is a mystery.
17 The crew sets up carnival booths and an obstacle course for a fun day.
As a storm rages a storm giant emerges from the sea, shouting over
18
the wind. Offer to escort to safety for a favor; or roll on Open Sea
19 A few floating oars bump against ship. One is metallic and shimmers.
A heavy, iron-banded chest bobs along in the ocean. If brought aboard
20
it reveals itself to be a mimic that acts like an eager puppy.
7
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