the buccaneers bestiary
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The Buccaneer ’s BestiaryA GUIDE TO MONSTERS OF THE DARK CARIBBEAN
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s
Handbook, Monster Manual, Dungeon Master’s Guide, and all other Wizards of the Coast product names,
and their respecive logos are trademarks of Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is
used with permission under the Community Content Agreement for Dungeon Masters Guild.
Original material in this work is copyright 2016 by Aaron Infante-Levy and published under the
Community Content Agreement for Dungeon Masters Guild.
by Aaron “Quickleaf” Infante-Levy
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Art CreditsDesign and Layout: Aaron “Quickleaf” Infante-Levy
Cover Art: Orc Pirate Shou ing Orders, by Jeshields, purchased thru drivethrurpg.com. Modified by adding Pirate Flag, by wesd440,created on 6-16-2015, openclipart.org.
All interior illustraions used in THE BUCCANEER’S BESTIARY are within the Public Domain.
Parchment Background: Chris Fiedler,pixabay.com, CC-0 Public Domain.Pirates with a Box (p. 4): by j4p4n, openclipart.org, 5-12-2015.
The Merry Monarch: (p. 5): The comic history of England, Gilbert Beckett, 1897. Posted by Firkin, openclipart.org, 2015-07-29.
King of Death: Humorous Poems, Thomas Hood, 1893. Posted by Firkin, openclipart.org, 7-20-2015.
Port Saint Louis (p. 7): Rambles on the Riviera by Francis Miltoun, 1906. Posted by johnny_automaic, openclipart.org, 2-27-2008.Dutch Ship (p. 13): The Romance of Naviga ion, by Henry Frith, 1893. Posted by Firkin, openclipart.org, 7-18-2015.Splat (p. 14 & 44): by li tarn, openclipart.org, 9-92014.
Octopus Anchor (p. 16): by Rejon, openclipart.org, 2015-04-01.
Jolly Tars (p. 17): Lily’s scrapbook, by Mrs. Barker Sale, 1877. Posted by johnny_automaic, openclipart.org, 9-29-2007.Compass (p. 18): A black and white 3-D compass, Posted by ipurush, openclipart.org, 4-10-2008.Island of Neverland (p. 20): Posted by j4p4n, openclipart.org, 2-8-2016.
Rock Skull (p. 23): Posted by johnny_automaic, openclipart.org, 12-10-2006.
Old Map (p. 23): Posted by conte magnus, openclipart.org, 1-27-2013.
Anchor (p. 26): Posted by j4p4n, openclipart.org, 2-8-2016.
Sleeping Mermaid (p. 28): Songs for Little People, Norman Gale, 1896. Posted by Firkin, openclipart.org, 1-1-2016.Treasure Chest (p. 29): Posted by j4p4n, openclipart.org, 1-10-2015.
Old Man with a Corncob Pipe (p. 34): Bisbee Daily Review, Nov. 26, 1914, Posted by johnny_automaic, openclipart.org, 7-16-2014.Ship’s Wheel (p. 37): Posted by johnny_automaic, openclipart.org, 10-30-2007.
Blemmyae (p. 41): Nuremberg Chronicle by Hartman Schedel, 1493.Thingtacles (p. 42): by jpneaok, openclipart.org, 10-18-2014.
Scallop Shell (p. 44): Line and Form, by Walter Crane, 1914. Posted by johnn_automaic, openclipart.org, 10-26-2007.Fucoid (p. 44): Our Earth and its Story, by Robert Brown, 1893. Posted by Firkin, openclipart.org, 11-4-2015.Wastrilith (p. 45): Destruc ion of Leviathan, engraving by Gustave Doré, 1865.Squid Silhouette (p.46): Narrative of an Expedition to explore the river Zaire, James Tuckey, 1818. Posted by Firkin, openclipart.org, 10-22-2015.Spooky Frame (p.47): by li tarn, openclipart.org, 8-7-2013.
Zombie (p. 48): by j4p4n, openclipart.org, 6-2-2015.
Painted Skull (p. 48): The Pygmies, by Frederick Starr, 1895.Giant Anemone (p. 50): donated by Pearson Scott Foresman to Wikimedia Commons.
Giant Anglerfish (p. 50): Popular Science Monthly, vol. 8, 1875. Giant Eel (p. 50): donated by Pearson Scott Foresman to Wikimedia Commons.
Giant Nau ilus (p. 52): donated by Pearson Scott Foresman to Wikimedia Commons.
GiantStarfish(p.53):The Half Hour Library of Travel, Nature and Science for young readers, by James Nisbet & Co, 1896. Posted by Firkin, openclipart.org, on 11-29-2015.Whale Upends Whalers (p. 54):The Story of Our Merchant Marine, by Willis J. Abbot, 1919. Posted by johnny_automatic, openclipart.org, on 1-12-2008.The deep sea fish eurypharynx pelecanoides (p. 55): Popular Science Monthly, vol. 23, 1883.Jenny Hanniver (p. 55): Feejee Mermaid, by P.T. Barnums, 1842.Kelpie (p. 56): Dic ionnaire classique d’histoire naturelle (Vol. 5), 1822.Incan Dog (p. 56): by OpenClipartVectors, CC0 Public Domain, from pixabay.com.
The Scaly Fishman (p. 59): The Animal Book, by Pietro Candido Decembrio, 1460.Seal (p. 63): Posted by yves_guillou, openclipart.org, 10-24-2014.
Woman’s Eyes (p. 63): Posted by molumen, openclipart.org, 10-19-2006.
The Laughing Gull (p. 64): US Fish and Wildlife Service, by Bob Hines. Posted by ryanlerch, openclipart.org, 12-14-2006.The Siren (p. 65):
The Siren, oil on canvas, by Edward Armitage, 1888.
Transparent Mermaid Silhouette (p. 65): by GDJ, openclipart.org, 2-16-2016.
Dancing Skeletons (p. 66): by johnny_automatic, openclipart.org, 10-29-2007.
Fiddler Crabs (p. 66): When Life is Young, by Mary Dodge, 1894.Skum (p. 67): Krewe of Proteus Costume, New Orleans Mardi Gras, by Bror Anders Wikstrom, 1907.Monkey Rides a Jellyfish (p. 68): Posted by j4p4n, openclipart.org, 6-22-2015.
Glitch Frog (p. 69): Posted by Lazur URH, openclipart.org, 7-24-2015.
Castle (p. 70): Old French Fairy Tales, by Comtesse De Segur, 1920. Posted by johnny_automatic, openclipart.org, 9-26-2007.Real Sea Monster (p. 71): by j4p4n, openclipart.org, 3-18-2012.
Grim Reaper Waits for No One (p. 72): by j4p4n, openclipart.org, 9-4-2011.
Dr. Death (p. 73): by liftarn, traced from old Dr. Death comic, openclipart.org, 12-25-2015. Skull & Crossbones (p. 74): from the Pieces of Eight free font, by Steve Ferrera.
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Table of Contents
THE D ARK CARI BBEAN . . . . . . . . . 4
THE E NCOUNTER TABLES . . . . . . . . . 6Port Encounters . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Port Encounter Table 6Pirate Ports 7
Neutral Ports 7
Hosile Ports 7
Port Beasies 9
Sea Encounters . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12Sea Encounter Table 12
Ship Tables 13
Sea Beasies 15
Crew Con licts 18
Navigaion Hazards 19
Special Encounter 20
Island Encounters . . . . . . . . . . . . . . . . . . . . . . . . . 21Island Features 21Island Beasies 24
Undersea Encounters . . . . . . . . . . . . . . . . . . . . . . 28Undersea Encounter Table 28
Kelp Beds 29
Sunken Shipwrecks 29
Special Encounters 29
Abyss Encounters . . . . . . . . . . . . . . . . . . . . . . . . . . 32Abyssal Features
Abyssal Beasies
N P
CS (C
REW) . . . . . . . . . . . . . . . 34Sailor (CR 1/8) 34
Old Salt (CR 1/4) 34
Buccaneer (CR 1/2) 35
Midshipman (CR 1/2) 35
Pirate (CR 1/2) 36
Royal Marine (CR 1/2) 36
N PCS (OFFICERS) . . . . . . . . . . . . . 37Warrant O ficer (CR 1/2) 37
Lieutenant (CR 1) 38
Naval Captain (CR 2) 38
Pirate Captain (CR 2) 39
Commodore (CR 3) 39
N PCS (S PELLCASTERS) . . . . . . . . . . 40Bokor (CR 2) 40
Houngan/Mambo (CR 2) 40
Shantyman (CR 2) 41
Ship Mage (CR 2) 41
BEASTIES . . . . . . . . . . . . . . . . . . 42Blemmyae (CR 1/2) 42
Caller from the Deeps (CR 8) 43
Carnivorous Scallop (CR 1) 44
Coelenite (CR 1/2) 44Deepspawn (CR 8) 45
Demon, Wastrilith (CR 14) 46
Dire Squid (CR 6) 47
Douen (CR 1) 48
Dread Zombie (CR 1) 49
Giant Anglerfish (CR 4) 50
Giant Anemone (CR 5) 50
Giant Eel (CR 3) 52
Giant Nauilus (CR 13) 52
Giant Sea Urchin (CR 1) 53
Giant Starfish, Sunstar (CR 3) 53Giant Whale, Leviathan (CR 9) 54Gulper (CR 1) 55
Jenny Hanniver (CR 1/8) 55
Kelpie — hazard 56
Lycanthrope, Seawolf (CR 3 & CR 7) 57
Morkoth (CR 4) 58
Seaclaimed Creature — template 59
Seaclaimed Warrior (CR 3) 63
Selkie (CR 1/2) 63
Sinister Seagull (CR 1/8) 64
Siren (CR 3) 65Skeleton, Dry Bones — template 66
Skull Crab (CR 1/8) 66
Skum (CR 1/2) 67
Su-Monkey, Signifying Monkey (CR 1/2) 67Swarm of Jellyfish (CR 2) 68
Swarm of Leeches (CR 1/4) 68
Tona (CR 3) 69
Triton (CR 1) 70
Viperfish (CR 6) 71
Wyste (CR 3) 71
Yugoloth, Marraenoloth (CR 7) 72
Zombie Lord, Le Grand Zombi (CR 5) 73
I NDEX OF MONSTERS & NPCS BY CR 74
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THE D ARK CARI BBEAN The “Dark Caribbean” is a fantasy seting during
the Golden Age of Piracy, blending real-world
history, popular concepions of legendary
pirates, and a reinterpreted D&D mythos. Whileswashbuckling adventures and whimsical
scallawags abound, there are also ruthless
corsairs, frightening spells, and poliical
intrigues aplenty. Most of the magic has a
disinct Voodoo feel to it, with the caveat there
there exist no reliable spells to raise the dead (i.e.
raise dead, resurrec ion, and true resurrec ion donot exist). The acion is centered in the Caribbean
(also called the Spanish Main or the West Indies),
though there may be opportuniies to visit the
Americas, Europe, or even otherworldly realmslike the Shores of Death or the watery Abyss.
European powers like Britain, France, the
Netherlands, and Spain struggle to maintain
control of their colonies amidst rampant
privateering and piracy, slave uprisings, and dark
magic. Characters spend equal ime aboard ships
as they do breaking into Spanish garrisons,
exploring cursed islands, and infiltraing
masquerade balls. The tradiional dungeon-
delving of D&D takes a backseat to
swashbuckling adventure and intrigue.
Recommended ResourcesBirds of Prey by Wilbur Smith.Captain Blood by Rafael Sabaini. Master and Commander series by Patrick O’Brien. On Stranger Tides by Tim Powers. The Pirate Hunter by Richard Zachs. Pirate Spirit by Je fery Williams.Seawolf by Jack London.Treasure Island by Robert Louis Stevenson.Under the Black Flag by David Cordingly.Skull & Crossbones d20 game from Green Ronin.Buccaneers and Bokor: Treasure Chest supplements
from Adamant Entertainment. Black Sails TV series from Starz.Crossbones TV series from NBC.Pirates of the Caribbean films from Walt Disney. Monkey Island video games from LucasArts.
The monsters and NPCs presented in THE
BUCCANEER’S BESTIARY are designed with the
Dark Caribbean seting in mind, but can be
readily adapted to suit any fantasy seting wherepirates, cannons, colonial powers, and soul-
devouring horrors might fit in.
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Monsters in the Dark CaribbeanMonster types in the Dark Caribbean have
slightly di ferent connotaions from a standard
D&D game. In paricular, there is a class of
monster known as djab (dark spirits) in Voodoothat typically only responds to summoning. The
djab may appear as celesials, elementals, fey,fiends, undead or even possessing a mortal. They
are not as strictly bound to one form as most
ordinary monsters. When creaing a djab, give ita clear place in the story and consider giving it
legendary acions and/or lair acions.
Some monsters like constructs, giants,
monstrosiies, and plants have no substanive
changes. However, even with these monsters you
can give them a mariime-themed appearance,
like an iron golem attached to a rusty anchor
chain or a minotaur with a bull shark’s head.
AberrationsAboleth, beholder, mind layers, and their
servitors like chuul and skum, hail from cursed
waters and the terrible marine Abyss. They are
the “horrors man was not meant to know” and
seek to supplant humanity, herald a great deluge,
or other mad schemes.
BeastsSome beasts, like the leviathan, occupy an
ambiguous ground between beast and monstrosity,
depending whose story a sailor believes.
CelestialsAlmost unheard of in the Dark Caribbean, the
rare celesial that did make an appearance would
almost certainly be a mysterious djab in mortal
guise, or a Loa forced to take on mortal lesh.
ElementalsAir elementals tend to be associated with the
djab called Badessy the Wind, and many can usecontrol weather . Water elementals, on the otherhand, are associated with a djab known as
Ailusiraad, and many can use control water .
DragonsDragons are unheard of, save for the jungles of
South America where flightless dragons are
believed to have once ruled over man.
Fey
Local nature spirits often don’t fit neatly into onecategory. Thus, some fey have a second type (e.g. the
douen are undead fey) reflecting differing views of
natives and colonists about their origins.
FiendsDevils are the adversaries and tempters of
mankind as defined by missionaries, and most
can use disguise self or alter self at will. Demonsare creatures spawned by the watery Abyss and
all demons are amphibious or water breathing.
HumanoidsGoblinoids form marauding pirate ships of their
own, with hobgoblins as o ficers, goblins as crew
and powder crews, and bugbears sent ashore at
night to murder and press-gang. Orcs are
devolved island cannibals or savage corsairs
revering the eye-patch wearing Grumsh. Trolls
are usually amphibious saltwater scrags.
OozesOozes, like aberraions and demons, originate in
the Abyss and are amphibious.
UndeadUndead are disinguished by two types. First,
those missing their gros-bon-ange (big soul or lifeforce) lack morality but have traces of their past
personality. This includes dread zombies, zombie
lords, ghosts and most intelligent undead.
Second, those missing their i-bon-ange (littlesoul) and are devoid of personality with only the
barest glimmer of senience. This includes
skeletons, regular zombies, and most non-
intelligent undead.
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10. Fire. A building or ship catches fire,
threatening the PCs’ ship, lodging, or allies.
11. Found Item (d6)
(1) Trinket.
(2) Art object or gem.(3) Murder weapon.(4) Document or letter of significance.(5) Map or navigaion chart.
(6) Treasure or heirloom sought by an NPC.
12. Harassment from Authori ies (d4)
(1) A group of 1d4 royal marines* attempt to
extort the PCs with trumped up charges.(2) A group of 2d4 royal marines* making
fun of one or more PCs.
(3) A group of 2d4 thugs acing as hired
enforcers for a port governor who needs a
dirty deed handled discretely.(4) A group of 1d4 pirates* disguised as royal
marines with a hidden agenda.13. Gathering (1d6)
(1) Busy market with shipment of exoic
goods that just arrived.
(2) Angry mob chasing someone out of town,
protesing against the governor, or
commiting a hate crime.
(3) Procession of monks.
(4) A raucous wedding.
(5) A more raucous funeral.
(6) Something unique to the community likea clam bake, grunion run, sack race, etc.14. Mistaken Iden ity. One or more PCs are
mistaken for an NPC, and there is a personal
element to the confusion (e.g. the mistaken
idenity is in debt or a scorned lover).
15. Prisoner (d6)(1) Escaped prisoner who the PCs can either
help or turn in.
(2) Dog carrying prison keys in its mouth.
(3) Chain gang being led to dungeon or to
their execuion at the gallows.(4) Message from a prisoner who tries to
recruit the PCs in some venture, either
with honest appeal or blackmail.
(5) An ally or contact taken prisoner.
(6) Prisoner has informaion the PCs need.
16. Prominent Personage. An important or
historical NPC from the Golden Age of Piracy.
17. Slice of Life (d6)(1) Lost child caterwauling.
(2) Children playing at “pirates and
commodores.”
(3) Herd animals blocking the street amid
much yelling.(4) Singing pirates who just won’t stop.(5) Chatty and lirtaious washer women.
(6) Crazy old coot with wild fish tales.
18. Spectacle (d8)
(1) Shantyman.(2) Puppet show.(3) Carnival.(4) Hanging.
(5) Monster menagerie.
(6) Miracle worker or preacher.
(7) Snake oil salesman.(8) Two NPCs engaging in a brawl, duel, or
battle of wits.19. Underworld (d8)
(1) Fixer dealing in stolen and illegal goods.
(2) Underground boxing match with high-
profile NPCs in attendance.(3) Opium den.(4) Counterfeiters and coin-cutters.
(5) Cockatrice or death dog fighing ring.
(6) Gambling den operaing behind a front.
(7) Smugglers and rum-runners.
(8) Shady bokor* with gruesome spellcomponents for sale.20. Port-specific encounter. Roll a d6 on the
appropriate table below. A “PIRATE PORT”
welcomes pirates or is otherwise lawless. A
“NEUTRAL PORT” is one where the PCs don’t
have a Letter of Marque and haven’t attacked.
A “HOSTILE PORT” is one where the PCs have
attacked vessels of the naion controlling the
port (or is overseen by a governor obsessed
with eradicaing piracy).
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NPC Table (d8)1. Colonist2. Criminal
3. Indentured Servant
4. Na ive
5. Pirate
6. Sailor7. Slave8. Upper Class
Pirate Port (d6)1. Murder (d6) the PCs witness a murder-in-
progress…(1) Prositute and client.(2) Murderer clearly trying to implicate one
of the PCs.
(3) Prominent NPC and mysterious assassin.
(4) Pirate* vs. pirate* or royal marine*.(5) One of the PCs’ allies or contacts is
attacked by agents of their enemy.(6) A PORT BEASTIE attacking an innocent
person…or are they?
2. Hijack. 3d4 buccaneers* led by a bandit
captain attempt to take the PCs’ ship.
3. Seller’s Market. All sale prices are 20%
higher than normal, rare trade goods are
available, and smuggling increases due to a
limited supply.
4. Buyer’s Market. All sale prices are 20% lower
than normal, bulk discounts are available,
and greater regulaion of transacions may
be enforced.5. Parlay. The PCs are summoned to meet the
the captain and o ficers of another pirate
ship to discuss o fers of partnership or
resoluion of disputes.
6. Attack! The port is attacked by the opposing
side during Queen Anne’s War.
Neutral Port (d6)1. Press Gang. 3d4 sailors* and 2d4 royal
marines* attempt to force the PCs into
service of whatever crown they serve.2. Marque O fer. The PCs are summoned to a
meeing with the island’s Governor to discuss
terms of being granted a Letter of Marque
against the Governor’s enemies.
3. Seller’s Market. All sale prices are 20%
higher than normal, rare trade goods are
available, and smuggling increases due to a
limited supply.
4. Buyer’s Market. All sale prices are 20% lower
than normal, bulk discounts are available,
and greater regulaion of transacions may
be enforced.
5. Recognized. (d6) An NPC recognizes the PCs,
but what do they do?
(1) Seeks revenge on one of the PCs who
killed their loved one.(2) Reports the PCs to the authoriies.(3) Spies on the PCs.
(4) Blackmails the PCs.
(5) Tries to seduce a PC or win their favor.
(6) O fers to hire the PCs.6. Attack! The port is attacked by the opposing
side during Queen Anne’s War.
Hostile Port (d6)1. Arrest. 3d4 royal marines* led by an NPC
constable attempt to arrest the PCs so they
can be tried and convicted.2. Secret Mee ing. The PCs are summoned to a
secret meeing with a commodore* or naval
captain* or other powerful NPC to discuss a
discrete o fer of employment involving shady
dealings the NPC can’t be ied to.3. Execu ion. A scheduled execuion involves
on the PCs or one of their allies or contacts.4. Navy. Naval warships of the port’s colonial
power arrive, trapping the PCs in port unil
they can find a sneaky way out.
5. Recognized. (d6) An NPC recognizes the PCs,
but what do they do?(1) Seeks revenge on one of the PCs who
killed their loved one.
(2) Reports the PCs to the authoriies.
(3) Spies on the PCs.(4) Blackmails the PCs.
(5) Tries to seduce a PC or win their favor.(6) O fers to hire the PCs.
6. Attack! The port is either raided by pirates or
attacked by the opposing side during Queen
Anne’s War.
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Port Beasties (d20)1. Animals (d6)
(1) 4d6 giant rats fouling provisions, eaing
pets, and spreading disease.
(2) A pack of mas i fs on the trail of a
wounded beasie.
(3) A trained baboon chittering excitedly oversomething it recently stole.
(4) A parrot heckling passersby.
(5) Flock of seagulls with a sinister seagull*
among them looking for ships to vex.(6) A trio of succarath (su-monkeys)* playing
a dangerous game of charades with dock
workers.
2. Appari ions (d4) known as duppies (Jamaica)or jumbos (Monseratt).(1) A banshee mourning her love’s betrayal.
(2) A ghost that only appears in the light ofan oil lamp hung o f an old ship’s prow.
(3) A specter hauning the governor’s manor.
(4) A wraith who comes each night to collect
the souls of debtors from prison.
3. Constructs (d4)(1) Animated objects with a nauical theme,
possibly with a shantyman* or gnomish
inventor responsible for the strangeness.
(2) A lesh golem leeing a mad bokor*.
(3) 2d4 gargoyles on a church or voodoo hut
animate to go on a killing spree due to the
light of an eclipse, a curse come to
fruiion, or awakened by a wicked priest
to retrieve something stolen.
(4) 2d4 scarecrows as voodoo e figies given
sinister life to take a mambo’s* revenge.4. Cursed Men (d4)
(1) 2d4 seaclaimed berserkers* attacking the
port led by their mind layer captain.
(2) A group of sailors* or pirates* with the
shadow dragon template (minus bite and
shadow breath) as men who ventured too
close to the Shores of Death and are
sworn to deliver souls to a marraenoloth*.(3) A naval captain* who doesn’t realize he
has been cursed by Aztec gold and turns
into a quaggoth at the sight of blood.
(4) A group of commoners transformed into
some sort of animals like dire wolves, but
retaining their ability to speak.
5. Creepy Beas ies (d6)(1) 2d4 douen* playing pranks and luring
children away from home into the jungle.
(2) A group of duergar as cursed or foreign
dwarves in league with the powers of Hell.(3) A lumph as a loaing jellyfish that
appears at night to warn of danger posed
by aberraions. However its eerie insights
(or the promise of capturing a live lumph)
turn folk against it.
(4) A marraenoloth come to ferry a soul
whose ime is overdue to the Shores of
Death, but willing to negoiate.(5) 2d6 nothics as cloaked fortune-tellers
twisted by Abyssal pacts into macabre
voyeurs. They o ten foretell hangings or
drownings, and are unable to resist hiding
in the crowd during a public execuion.(6) 2d6 will-o’-wisps loaing at the outskirts
at night whispering of lost hopes and
ancient despair.
6. Devils (d6)
(1) A barbed devil covered in fish hooks
colloquially known as “the gunpowder
devil” because it acts as a gun smuggler to
the desperate. It may be accompanied by
2d4 spined devils.
(2) A bearded devil disguised as an old
whaler in a heavy coat coaxing sailors tocommit violence at any slight and muiny
against weak captains.
(3) A bone devil as an incarnaion of the Jolly
Roger able to merge with a black lag to
hide itself and feast on the crew.
(4) A chain devil disguised as a slave,
provoking slave-owners to commit
atrociies and slaves to seek bloody
revenge.
(5) An erinyes who can polymorph herself
into a ship’s figurehead, luring captainsand o ficers to conquer the weak.(6) An imp acing as a warlock or bokor’s*
ingraiaing familiar, urging seekers of
forbidden lore with hints of secret
treasure… at a price.
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7. Djab (dark spirits) (d4)(1) A shadow demon huning down those
who slew its original form and prevented
it from returning to the Abyss
(2) A shadow summoned by power-hungry
bokor* to kill a specific target.(3) 2d6 shadows attemping to drive out
colonial powers from the Caribbean by
the foulest of means.
(4) A water weird.
8. Doppelgänger (d6) assumes the role of a
prominent NPC who has been…(1) Killed.(2) Held for ransom.
(3) Press-ganged.
(4) Turned over to an enemy facion.
(5) The NPC hired the doppelgänger as his or
her replacement.(6) The NPC died of natural causes a while
ago and the doppelgänger honors their
dead friend’s memory.
9. Goblinoids (d4)
(1) A gang of 4d6 goblins raid the port for
supplies, and rum in paricular.(2) A ship full of hobgoblin slavers who
indiscriminately abduct freemen attempt
to disguise their presence at port. They are
led by a cruel hobgoblin captain known
as a scourge of the seas.(3) 2d6 hobgoblin headhunters, known for
wearing the shrunken heads of their foes.
(4) A bugbear mercenary press-gang working
loosely for a colonial power. Terrifying
tales are told of them “dragging daddyaway in the dead of night.”
10. Hag (d4)(1) A green hag disguised at a tavern or
trading house hining at hopeless
ventures and revealing in despairing
sailors or luring a lovestruck noblewomanto her doom.(2) A night hag known as La Diablesse
corruping mortals or leading a coven of
evil witches. However, her disguise always
has a single law like a cloven hoof or
backwards facing feet that reveals her
true nature.
(3) A sea hag disguised as a hideous crone
rumored to be a man-eaing witch comes
to port looking to buy some roses.
(4) A sea hag haunts the port at night,
drowning drunken sailors whose bodies
are hung garishly in the rigging the next
morning. Strangely, the governor isn’t
doing anything about her.
11. Kenku (d6) called “keeteels” in the DarkCaribbean, they come in varied colorful
plumage much like tropical birds.(1) A bright green parrot-like bookie for a
gambling ring which involves cockatrice
fighing.
(2) A sleek dark metallic purple smuggler of
firearms, drugs, and arcane contraband
with a shipwreck lair turned roost for a
swarm of ravens.(3) White and colorfully crested entertainers
running a scam on the crowd.
(4) Brown keeteels conduct a ritualizedpunishment wherein one of their fellows
is forced to wear heavy wooden wings as
others jeer at him.(5) Rare black-feathered “crows”, o ten
sought by pirates to be ied to the crow’s
nest as supersiion maintains they grant
luck spoting treasure ships.
(6) Red and grey lamboyantly crested keeteelsand cul ists belong to a demon cult led by
a vrock.
12. Lycanthropes (d6)
(1) A jackalwere disguised as a beggar or
down-on-his-luck sailor seeking to lure
vicims to his lamia master on an island.(2) 2d4 seawolves* disguised as whalers prey
on innocents, press-gang sailors, and
sabotage ships.
(3) A seawolf provocateur attemping to use
the PCs for a distracion so it can breakinto the armory and signal its fellows
o fshore.(4) 2d6 wererats disguised as smugglers
operate from sewers and abandoned ships.
(5) A weretiger disguised as a trapper or
fisherman visiting port.
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(6) A werewolf as a Loup Garou who gainedits lycanthropy thru a deal with the Devil
and is required to spill blood each night.
13. Ogre (d4)
(1) An ogre gang led by a half-ogre trying to
make them a better class of criminal.(2) Brought to port as part of a civilizing
e fort by a missionary or scienist.
(3) Working as a longshoreman and fighing
in ring at night to make ends meet.
(4) An oni disguised as a traveler or colonist
seeking ship’s passage, planning to
slaughter the crew one by one.14. Revenant (d4)
(1) A pirate driven by a Voodoo spell to kill the
commodore* who sentenced him to hang.
(2) Mysteriously huning down one of the
PCs’ allies or contacts for an old grievance.(3) A dwarven revenant who died drinking
Rumfausian has it in for the bartender
who served him bad liquor.
(4) A lady revenant seeking the pirate* who
press-ganged her husband and led him to
death and her to suicide.15. Squicky Beas ies (d4)
(1) A carrion crawler feeds on detritus from
ships being careened and bilges empies.
(2) An otyugh in mounds of o fal, heaps of
composing sugar cane, or a rot
ingcarcass of a beached whale.
(3) 2d6 rust monsters colloquially called “rustlobsters.” They’re parasites eainggrommets from sails, nails from planks,
and triggers from muskets. The governor’s
o fice o fers a reward for each carcass.(4) A grick straying from its seaside caves
following some powerful scent.
16. Succubus (d4) disguised as…
(1) A high-class courtesan weaving a web of
blackmail around her clients.(2) An o ficial in the governor’s o fice
exacerbaing corrupion.(3) An agent of a secret society renewing the
Inquisiion inspiring dark desires in the
priests she works alongside.
(4) The spouse of a prominent NPC who is
under her sway. They may have a
cambion o fspring.
17. Vampire (d4) The vampire of the Dark
Caribbean is called a Soucoyant; it sheds itsskin like clothes when assuming mist form,
and is vulnerable to salt which a fects it like
holy water.(1) Along with 2d6 wolves, swarms of bats
and swarm of rats plague the port.(2) Physician can’t treat a woman who,
unbeknownst to the physician, is soon to
arise as a vampire spawn.
(3) A vampire spawncarrying out the
instrucions of its master.(4) The vampire disguised as a noble friend
of the governor’s, property owner, or head
of a trading company.
18. Yuan- i purebloods* (1d4) disguised as
foreign merchants on a mission to…(1) Assassinate a cartographer or explorer
asking too many quesions.(2) Spy on a naval captain* with magic charts,
and sabotage the expedition if necessary.
(3) Steal back an arifact a pirate captain*
stole from their islands.(4) Abduct slaves for their island masters.
19. Zombies & Skeletons (d6)
(1) 1d4 dread zombies* under the command
of a bokor*.
(2) 3d6 zombies under the command of a
zombie lord* leading a macabre carnivaland masking their true natures with
perfumes and masks.
(3) 3d6 uncontrolled zombies and 3d6
crawling claws mysteriously emerge from
the ocean, drawn to a specific person,
place, or object.(4) 3d6 skeletons with the dry bones*
template making music in the graveyard
or otherwise causing mischief.
(5) A cavalcade of skeletons astride warhorse
skeletons raid the port and drag o fvicims to the Shores of Death.
(6) A Voodoo celebraion goes awry when the
e figy animates as a minotaur skeleton.
20. Roll d20 on the SEA BEASTIES table; it may be
injured and beached, captured by an NPC, or
an amphibian come to port to trade or raid.
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Sea EncountersThe frequency of sea encounters is governed by
the following rules. There are 3 watch periods
aboard a ship: morning watch, a ternoon watch,
and night watch. There is a cumulaive % change
of an encounter during each watch according to
the type of waters the PCs are sailing in.
In open ocean more than 50 miles from shore
(3%), in coastal waters less than 50 miles from
shore (10%), and in well-traveled waters about 20
miles from settlements and plied by merchant
ships (16%). For example, a ship that disembarked
early in the morning to travel coast waters has
not had an encounter for the last five watch
periods; thus, the ship would have a 60% chance
of an encounter during the night watch of the
second day.
Sea Encounter Table (D10)1. Storm. See the DUNGEON M ASTER’ S GUIDE page
110 and 117-119 for details on weather.
2. Aqua ic Animals (d12)
(1) A dire squid*.
(2) Dolphins or grey/right whales.(3) A school of giant seahorses (possibly re-
skinned as hippocampi).
(4) A giant whale (leviathan)*.
(5) Killer whales.
(6) Octopi.
(7) A swarm of ravens re-skinned as seagulls,
possibly with a sinister seagull* in their
midst.
(8) Sea turtles.
(9) 2d4 reef sharks, or 1d4 hunter sharks, or
a giant shark.
(10)A swarm of jellyfish*.(11) A swarm of quippers as barracuda.(12)An aquaic unicorn re-skinned as a wise
gentle narwhal.
3. Tiny/Small Vessel. (1d4) 1-rowboat, 2-ship’s
boat, 3-fishing boats, 4-barge. Roll a d6 to
determine what the vessel(s) is/are doing…(1) Going about their business.(2) Fleeing a SEA BEASTIE, battle, or sunken ship.
(3) Looking for a treasure they’re circumspect
about sharing.
(4) Transporing an NPC of importance.
(5) Dead or empty under mysterious
circumstances.
(6) In a state of distress.
4. Merchantman.1d3 ships, and if there are
muliple ships there is a 50% chance that a
corvette or frigate escorts them. Roll 1d4 on
the SHIPS’ FLAG table to determine their
naion, and a d12 on the CARGO HOLD table for
each ship. Roll a d6 to determine what the
merchant ship(s) is/are doing…
(1) Underway.(2) Anchored, fishing, or celebraing.(3) Engaged in naval combat.(4) Forcing prisoners to walk the plank or
otherwise tormening them.
(5) Divvying up soils of a recent capture.
(6) In a state of distress.5. Warship. 80% solitary, 15% squadron of 3
corvettes, 5% flotilla of 1d4+2 ships. Roll 1d4 on
the SHIPS’ FLAG table to determine their nation.
Roll d10 on the WARSHIP SIZE table, and a d12 on
the CARGO HOLD table for each ship. Roll a d6 to
determine what the warship(s) is/are doing…(1) Underway.(2) Anchored, fishing, or celebraing.
(3) Engaged in naval combat.
(4) Engaged in naval drills.
(5) Sending out messenger doves, using
semaphore (light signals), or magic tocommunicate with colonial authoriies.(6) In a state of distress.
6. Pirate/Privateer. 1d3 ships led by a pirate
captain* who lies under a lag determined by
rolling 1d8 on the BLACK FLAG table. Pirate
crews are o ten made up of mixed races and
ethniciies. Roll a d6 to determine what the
pirate ship is doing…
(1) Underway.
(2) Anchored, fishing, or celebraing.
(3) Engaged in naval combat.(4) Forcing prisoners to walk the plank or
otherwise tormening them.(5) Divvying up soils of a recent capture.
(6) In a state of distress.
7. Sea Beastie. Roll d20 on the SEA BEASTIES table.
8. Crew Con lict. Roll d12 on the table.
9. Navigation Hazard. Roll d10 on the table below. 10. Special Encounter. Roll d10 on the table below.
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Ship Tables
Ship’s Flag (d4)1. English
2. French
3. Dutch4. Spanish
Warship Size (d10)1-4. Medium (corvette/frigate)
5-7. Large (brigan ine/pinnace)
8-9. Gargantuan (second rate)
10. Colossal (first rate)
Black Flag (d8)
1. Bartholemew Roberts “Black Bart”2. Edward “Blackbeard” Teach
3. “Calico” Jack Rackham
4. Emanuel Wynne
5. Henry Every6. Stede Bonnet7. Thomas Tew8. Jolly Roger
Cargo Hold (d12)1. A PORT BEASTIE locked in the hold!2. Pirate hunters! It’s a trap!
3. Empty, recently pirated or freshly embarked.
4. Slaves from West Africa.
5. 3d6 x 1,000 sp worth of bulk commodiies.
6. 3d6 x 1,000 sp worth of bulk commodiiesused as cover for smuggling an important
NPC, state documents, or illicit substances.
7. 1d4 x 1,000 gp worth of sugar.
8. 2d4 x 1,000 gp worth of tobacco and cacao.
9. 2d4 x 1,000 gp worth of rum and molasses.10. 3d4 x 1,000 gp worth of gunpowder.11. A strange and wondrous device.12. Treasure galleon from New Spain! Roll twice
on the treasure hoard table table in the DMG
best suiing the challenge of the encounter.
Cursed Aztec gold at the DM’s discreion.
Not for resale. Permission granted to print or photocopy this document for personal use only. 13
Blackbeard
Emanuel Wynne
Henry Every
Calico Jack
Stede Bonnet Thomas Tew
Black Bart
Jolly Roger
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Random Pirate Ship Names (d100)1. The Albatross
2. Assassin
3. Bachelor’s Delight
4. Bastard Execuioner
5. Bedlam
6. The Bitter Dregs
7. Black Charlatan
8. The Black Dagger
9. Blind Return
10. The Bloody Mary
11. The Bloody Shame
12. The Bonnie Lass
13. Brezza Salmastra (Blackish Breeze)
14. Broken Bones
15. The Butcher of the Caribbean
16. Calypso’s Groom
17. Captain’s Due
18. Charon’s Wake19. Cry of the Seven Seas
20. The Coral Curse
21. The Cursed Cutlass
22. The Damned Slave
23. La Danza Macabra
24. Davy Jone’s Execuioner
25. Dead Man’s Chest
26. Dead Reckoning
27. Devil’s Doom
28. Devil’s Grog
29. The Devil’s Maw
30. Dra t of Damnaion31. The Drowned Witch
32. Eel Wind
33. The Epithet
34. The First Resort
35. The Fall of Atlanis
36. Fighing Seacat
37. The Florida Queen
38. Ghostly Seadog
39. The God Help Us
40. Golden Ruinaion
41. Governor’s Disgrace
42. Hades’ Doom43. The Hail Mary
44. Hangman
45. Hell Hound
46. Howling Knave
47. The Ill Omen
48. The Kraken
49. Kiss of Death
50. Lady Strumpet
51. The Last Argument
52. Last Rights
53. The Lustful Corsair
54. Maelstrom
55. Maiden’s Blood
56. The Manicore
57. Midnight Rose
58. Monkeebutt
59. Mourning Star60. Murderer’s Knave
61. The Murderous Sea
62. The Narwhal
63. The Naughty Nixie
64. Neptune’s Whore
65. Night’s Cry
66. Night’s Dirty Lightning
67. Poseidon’s Saber
68. Privateer’s Death
69. Privateer’s Sinful Gold
70. Profit and Loss
71. Pyrrhic Victory72. The Ravager
73. The Red Grail
74. The Robber’s Hood
75. Rogue’s Revenge
76. Rogue Wave
77. Rumfausian
78. The Salamander
79. The Scimitar
80. Sargasso Sea
81. The Savage Love
82. Scourge of the Depths
83. The Sea Hag
84. Sea’s Hellish Plague
85. Sea Nymph
86. The Seawolf
87. Selkie’s Bane
88. The Specter
89. The Silent Mermaid
90. Sins of my Father
91. Storm of the Century
92. Tainted Minnow
93. Evil Tide
94. The Vile Galley95. Virgin’s Scourge
96. Vulgar Unicorn
97. Wave Dancer
98. The Wicked Wench
99. Widowmaker
100.Woe of Europe
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H E R MA J E S T
Y ’ S S H I P S
T H E E N G L I S H R O YA
L NA V Y U S E S
T H E NA M I N G C O N V E
N T I O N O F
“ H M S ” ( H E R MA
J E S T Y ’ S S H I P
B E F O R E T H E S H I P ’ S NA M E. F O
E XA M P L E : H M S A
L B I O N, H M
B U L WA R K , H M S D
A U N T L E S S
H M S E N D EA V O R, H
M S
I N T E R C E P T O R, H M
S N E W C
H M S R O V E R, H M
S
S PA R R O W HA W K , H M
S T R
H M S VA N G UA R D
, H M S
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Sea Beasties (d20)1. The Kraken! Say your prayers!
2. Aboleth servitors (d4)
(1) Boarding party of skum* sent to retrieve
capives for their aboleth masters.(2) A lone skum* beginning to develop
telepathy with other races is found gaspingon deck. The crew want to kill it. while a
chuul is in pursuit of the renegade.
(3) All fresh water on the ship becomes
supernaturally fouled. Skum* and chuul
cling to the underside of the hull, waiting
for crew to weaken from dehydration
before attacking.
(4) A waterproof scroll case floats by,
containing a treasure map to nearby
rocky islands, though the map doesn’t
mention the chuul guarding the treasure.3. Coelenite*
(1) Sailor showing o f pieces of dead
coelenite* suddenly noices coral
creatures slipping over the side of the
deck to reclaim the piece of itself.(2) A coelenite* grown over skeletons or
zombies controls their acions.
(3) Coral with bits of ship parts imbedded in
it as warning. Any ships approaching are
slowly engulfed by coelenite*.
(4) Crew member spots a coelenite* colony
and tries to talk the captain into attacking
as the husks will fetch a handsome price.
4. Cloaker, aquaic (d4)
(1) Hides in shallows waiing for sailors to
come ashore before attacking.(2) Coral reef devoid of life but teeming with
“manta rays” and filled with strange totems.(3) 1d4 cloakers attack by leaping across the
bow to drag crew off the ship one-by-one.
(4) A vampiric cloaker attempts to drain the
life of one crew member, turning him into
a vampire spawn who then will attempt
to sabotage the ship.5. Dragon turtle (d4) known among Lain
scholars as an Aspidochelone.(1) Hal ling tribal village on the shell appears
to be a loaing island.(2) Only its head emerges to demand tribute,
though otherwise it is sociable, relaing
tales of pirates and sunken throughout
history.
(3) It is sick and regurgitaing any treasure it
last swallowed.
(4) Viciously attacks the ship, potenially
with sahuagin* followers, in wrath for the
death of its mate at the hands of evil
adventurers.
6. Elemental (d4)
(1) A caller from the deeps* entrances several
crew members.(2) 1d6 evil water weirds squirt fountains
playfully at crew before turning deadly.(3) A water elemental known as Ailusairad,
the Voodoo spirit of the ocean aligned
with the loa Agwé. It has the ability to
control water as per the spell.(4) An air elemental known as
Badessy theWind, the Voodoo spirit of the sky alignedwith the loa Damballa. It has the ability to
control weather as per the spell.7. Ghost (d4) known as “sea sprites” by sailors.
(1) Spectral lights move in the waters and the
winds drops to chill breeze, causing
freezing temperatures aboard. Crew
become terrified that they’ve entered
“haunted waters.”
(2) A member of the ship mysteriously lights
a lantern in the pale fog, summoning aghost who he appears to speak with for
hours, though observers do not hear the
ghost make any sound. Slowly, the NPC
exhibits increasingly erraic behavior.
(3) Crew are worried about one of their
members who is consumed with guilt for
throwing a man overboard and o fering
no blessing for his soul’s rest. If nothing is
done to assuage his guilt in three days, a
ghost comes to murder him.
(4) A specter (poltergeist) haunts thecaptain’s cabin, conjured by a vengeful
bokor*. Its conjuring bag, hidden
somewhere onboard must be destroyed.
8. Hydra (d4) known as a Lusca in the DarkCaribbean, appearing as a shark-octopus
hybrid with tentacle grab attacks.
(1) Floats asleep or in torpor, with only one
head barely awake eyeing the ship groggily.
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13. Sahuagin (d4)(1) Debris of a ship is soon followed by the
ominous drone of sahuagin huning
horns and a single NPC swimmer appears
on the horizon leeing 5d4 sahuagin
pursuing him or her.(2) A sahuagin baron riding a giant shark
demands tribute for passing thru his
demesnes…and any elves aboard.
(3) 5d4 sahuagin fill the water, watching with
predatory eyes, but don’t attack unil they
smell fresh blood.(4) One of the crew has been making
supersiious o ferings of meat to the
ocean, and now a sahuagin priestess and
scores of hunter sharks circle the ship.
14. Sea Elves (d4)
(1) Drow, as amphibious sea elves, form araiding party accompanied by giant eels*,
waiing ill midnight to ambush the ship.
(2) Barrels of smoking oil surface around the
ship creaing a smoke cloud which drow,
as amphibious sea elves, use to sneak
aboard to poison and sabotage.(3) A triton* chained to a massive loaing
crab shell is used as a lure by drow, as
amphibious sea elves, hidden nearby.
(4) A procession of tritons* accompanied by a
variety of aquaic animals and merfolk.15. Sea Hag (d4)
(1) Exacing revenge on something beauiful.(2) She has unrequited love for an ugly sailor.
(3) In disguise, she leads the ship to its doom
or the captain on the path of evil.
(4) Three sea hag sisters emerge from the
ocean on a dark and stormy night to
prophesy doom for the ship.
16. Sea Serpent (d4)(1) A giant poisonous snake bit one of the
crew members hauling it up in his nets.
Unless the snake is caught and an
anidote concocted from its venom, the
poor sailor will surely perish.(2) Eerie screams echo from the water,
actually a maing call of 2d4 screeching
giant eels*.
(3) A plesiosaurus emerges near the bow of
the ship to watch the crew curiously and
appraise its next meal. If attacked, it rams
the ship several times in a display of
territorial aggression before swimming off.
(4) A giant crocodile - a “kronosaurus” -attacks the ship’s crew mercilessly, though
it might be distracted with a food decoy.17. Seaweed Monster (d4)
(1) A kelpie* appearing as a green-clad
woman, green horse, or hippocampus to
lure sailors into her deadly embrace.
(2) A kelpie* trails the ship, telepathically filling
the crew’s dreams with sacrificial offering
of one of their number to the sea gods.(3) A gibbering mouther or black pudding as
an amphibious Shoggoth crudelydisguised as a kelp bed.
(4) A group of blights are sea plants animated
by an old curse upon the waters.18. Seawolf / Selkie (d4)(1) 2d4 seawolves* hunt down sailors and
sabotage the ship.
(2) A ship of especially cruel pirates
captained by François L’Olonnais, a
vicious French pirate believed dead, are
actually seawolves* created by L’Olonnais.(3) A pack of seawolves* hunt down selkies*.
(4) A group of selkies* in seal form gather
around the ship curious. They can be
convinced to trade what they’ve foundscavenging sunken ships.19. Siren (d4) The Ciguapas of Hispañola are
someimes accompanied by charmed men or
amphibious harpies (immature sirens).
(1) The sirens call to sailors from rocks
surrounded by shallow water.
Not for resale. Permission granted to print or photocopy this document for personal use only. 17
THE BLACK SPOT
THE DREADED “BLACK SPOT” IS
ENOUGH TO MAKE SAILORS TURN ON
THEIR OWN . SOME BEASTIES, LIKE THE
MIND FLAYERS, ARE ABLE TO PLACE
THEIR “BLACK SPOT” UPON A LIVING
CREATURE, TAKING THE FORM OF A
MYSTERIOUS TATTOO OR INDISTINCT
DARK BLEMISH THAT OTHER SAILORS IMMEDIATELY RECOGNIZE.
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(2) The sirens lirt up close with sailors and
o fer their deadly songs as “gi ts” to the
ignorant crew members.
(3) Mama Dglo, also called maman du l’eau, isa man-eaing siren who can assume the
form of a woman on land and cast spells
as an 8th level bard.
(4) Undead sirens appear as beauiful womenunil one joins them in the water when
their true horrific faces are revealed. 20. Troll (d4) Amphibious “scrags” are proficient in
Stealth but can only regenerate in saltwater.(1) Crates and barrels float in the water, each
containing loathsome limbs of a troll that
was hacked into pieces.
(2) A group of 2d4 trolls trail the ship until
nightfall then sneak aboard to slaughter
sailors in their sleep.(3) A lone troll is lured over by the smell of
cooking. Though it is too cowardly to
attack, it whines persistently for food.
(4) Sent by a sea hag, storm giant , or bokor*,
a troll intends to steal something (or
someone) from the ship.
Crew Conflicts (d12)1. Crew are shirking their duies due to faigue,
supersiious, disagreement, or laziness.
2. Crew have singled out one crew member as a
cursed “Jonah” and pile abuse on him. Thepoor sailor may throw himself overboard or
suicide if a stop isn’t put to it.3. A stowaway from the last port or island the
ship was at is discovered in the hold.
4. A crew member is revealed to have a secret
idenity, like a spy, a woman-in-disguise, or a
criminal with a bounty on their head.5. A crew member is agitating against the captain.
6. A crew member is missing. What happened
to him? Roll a d6!
(1) Murdered.
(2) Deserted, either port or using the ship’s boat.
(3) Locked in a chest as a prank.(4) Lured away by a pretty SEA BEASTIE.(5) Passed out drunk in the hold.(6) Vanished without a trace… maybe they
were a ghost? Maybe they’ll show up later?
7. Precious cargo, navigaion charts, or some
other important item is missing, stolen by
one or more of the crew.8. A fight breaks out. What started? Roll a d6!
(1) Ethnic or religious con lict.
(2) Cheaing at gambling.
(3) How to divvy booty.
(4) Who messed up the bowline in the rigging.(5) Opinions on the captain are divided.(6) Some stupid petty macho reason.
9. Some supplied have spoiled. Roll a d100 to
determine the percentage (%) that have gone
bad as well as the amount of crew sick with
good poisoning. Unil healed or given a long
rest, the crew are unable to tend their posts.10. Fire breaks out on the galley, dealing 17 (5d6)
fire damage to the ship each round unil it is
exinguished or the ship burns.
11. Sickness spreads through the crew. If the
captain is an NPC he or she may implement aquaranine. What is the malady? Roll a d8!(1) Dysentery. It’s the craps!
(2) Malaria. Wouldn’t marry ya’!
(3) Scurvy. A lemon a day keeps the scurvy away!
(4) Yellow fever. Goodbye fever!
(5) Cackle fever. No laughing matter! (see
“Disease” in the DMG p. 257)(6) Sewer plague. Ah, rats! (see “Disease” in
the DMG p. 257)
(7) Sight rot. Didn’t see that coming! (see
“Disease” in the DMG p. 257)(8) A “magical” disease like lycanthropy or
mummy rot. Nothing magical about it!12. One or more members of the crew are
behaving erratically from too much time at
sea (see “Madness” in the DMG p. 258). This
could be comical superstition or sinister
sabotage. A few days in port ought to cure the
madness… or a good keelhauling.
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Navigation Hazards (d10)1. Doldrums. Whether a naturally occurring
stretch of ocean untouched by winds, or a
region of “dead calm” cursed by an evil sea
god, no breeze sirs to catch the sails and no
current o fers escape for 10d10 nauical
miles. Sargasso mats and undead arecommon. The weather is hot and dry, and
sailors must make a Consituion saving
throw (DC 10 + 1 per day trapped) each day to
avoid becoming sun-touched. Sun-touched
sailors su fer a level of exhausion and 1d4
Wisdom damage. If a sailor’s Wisdom is
reduced to 0, they are compelled to drink
saltwater and/or swim o f.
2. Lost. The ship has gone woefully o f course,
possibly due to magic, the Bermuda Triangle,
bad charts, a landmark that shi ted, orstrange ides conjured by an evil sea god.
3. Marine Minefield. Marine mines were just
beginning to be used during Queen Anne’s
War, though they are jury-rigged
temperamental devices. During first watch,
the mines may be spotted with a passive
Percepion score of 15. If they are not spotted,
the helmsman must try to steer around them
with a DC 15 Dexterity (water vehicles) check.
Striking a mine has a 75% change of
triggering an explosion equivalent to 1d4
barrels of gunpowder (20 fire damage each). 4. Rogue Waves. Gargantuan waves several
stories tall (some even surpassing 100 feet!)
come at the ship, threatening to capsize it. If
the ship is moving at least 12 knots, a
helmsman can navigate the waves with a DC
25 Dexterity (water vehicles) check.
Alternately, a cleric of 10th level or higher
may attempt to call on Divine Intercession to
be saved, while a character with ies to the
Abyss might form a pact with an Abyssal Lord
to spare them. Otherwise, the players must
roll 2d6 for the ship. A result of 2-5 indicates
it has been capsized and destroyed, with crew
le t to fend for themselves in deadly waters. A
result of 6-11 indicates the ship is severely
damaged and several crew were lost, but they
survived. A roll of 12 indicates a miraculous
safe passage thru the rogue waves!
5. Sargasso. Sargasso consists of giganic thick
matted clumps of seaweed that slow any ship
entering it to a standsill. Sargasso mats can
be walked across as di ficult terrain, but a DC
15 Dexterity (Acrobaics) check may be
required at some points to avoid falling thru.
O ten, sargasso mats are the site of derelict
slime-covered ships, roting carcasses, and
scavenging SEA BEASTIES.
6. Sea of Stars. Blue bioluminescent
phytoplankton glimmers in the astoundingly
re lecive waters at night. Charisma checks
are required to get crew to follow the
simplest of commands, otherwise they
simply stare amazed. Looking too long at
images re lected in the water requires a DC 12
Wisdom saving throw or the character is
charmed by the sea of stars and tries to jump
overboard. In some cases, the night sky might
seem to descend into the sea and the enire
crew experience strange visions as per the
dream spell or a sensaion of lying. There is a50% change that sirens* or ABYSSAL BEASTIES
will be encountered. 7. Shallow Waters. A shoal, reef, sandbar, or
idal marsh presents a danger to ships with a
deep dra t.
8. Saint Elmo’s Fire. Named a ter the patron
saint of sailors, Saint Elmo’s Fire manifests asblue-green lames or spheres of light at the
top of the masts and dancing along the
yardarms. Though sailors regard it as good
luck - increasing crew quality by one rank for
several hours therea ter - it actually signals
great atmospheric electricity. This interferes
with the funcioning of compasses and
signals an impending lightning storm.
9. Shores of Death. A strange fog covers 1d6
square nauical miles, reducing visibility to
300 feet or less. It chills the bone and echoeswith voices of the dead. Reduce crew quality
by one rank while in the fog. Will-o’-wisps
can be seen in the distance and numerous
ski fs bearing the recently dead to their
judgment crawl thru the fog pilots by
marraenoloths*.
10. Waterspouts. Short-lived convective winds
(1d6 x 10 minutes) create 1d6 mini-tornadoes
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over the water with the potential to carry
unsecured creatures and objects aloft. A
helmsman who recognizes the danger can
adopt a 90° course away from the waterspouts’
direction of travel to avoid them.
Special Sea Encounters (d10)1. Land Ho! An uncharted island is spotted.
Refer to the Island Encounters tables.
2. Maelstrom. A storm of vengeance spellcoupled with massive whirlpools.
3. Shipwreck. (d4)(1) Rapidly sinking ship with 5d10 survivors
and d100% of its cargo intact. Roll on the
CARGO HOLD table to determine what the
ship was carrying.
(2) Ship is smashed on rocks or beach with
no or few survivors.(3) Ship is wrecked on shoal or reef, half-
submerged, and overgrown with sea life.
(4) Shattered remnants of a demolished ship,
likely destroyed in naval combat.
4. Ghost Ship. A ghost ship haunts the waters.
Roll on the WARSHIP SIZE table. Roll a d6 to
determine the composiion of the crew:
(1) Zombies.
(2) Shadows.
(3) Amphibious ghouls called “lacedons.” (4) Specters.(5) Wights.(6) Vampire spawn.
Roll a d8 to determine the captain’s nature:
(1) Zombie lord*.
(2) Ghast .(3) Ghost .(4) Revenant .(5) Wraith.
(6) Vampire.
(7) Death knight.
(8) Lich.
Roll a d6 to determine their moivaion:(1) Li t a curse.(2) Take revenge on an enemy.
(3) Increase the size of their crew.
(4) Fulfill an oath the captain made in life.
(5) Reach the Shores of Death.(6) Destroy another ghost ship in a cycle they
are doomed to reenact for eternity.
5. Thing in the Hold. What monster lurks in
the ship’s hold? Roll a d6!
(1) Roll on the PORT BEASTIES table.
(2) Roll on the ABYSSAL BEASTIES table.
(3) A mimic.(4) A crew member’s nightmare made
manifest.(5) Creepy crawlies like s irges, giant
cen ipedes, and swarms of insects
hatched from dire weevils.
(6) A stowaway of a sniveling monstrous
humanoid race like a goblin or kobold.6. Enemy. One of the PC’s enemies has located
their ship and devised a cunning strategy to
take them down.
7. Castaway. A single castaway marooned on a
sandbar or loaing on a piece of lotsam.
What is their story? Roll a d6!(1) Led a failed muiny against their captain.(2) Refused to accept a new captain insilled
by muiny.
(3) Thrown overboard as a traitor, true or not.
(4) Knocked overboard during a storm.(5) Knocked overboard during a naval battle
and their captain abandoned them.
(6) Su fers severe amnesia.
8. Legend of Piracy. Roll a d6!
(1) Benjamin Hornigold of the Mary Anne.
(2) Henry Jennings.(3) Edward “Blackbeard” Teach of Queen Anne’s Revenge.
(4) “Calico Jack” Rackham, Anne Bonny, and
Mary Reade.
(5) Bartholemew “Black Bart” Roberts of the
Royal Rover .(6) Charles Vane of the Ranger .
9. Loa / Sea God(ess). Roll a d6!
(1) Agwé, Load of the Tides.
(2) Damballah.
(3) Simbi.(4) Neptune / Poseidon.(5) Calypso.(6) One of the Lords of the Abyss.
10. Spanish Treasure Fleet. Fleet of ships
carrying South American treasures back to
Spain. Treat this as muliple ships with a
result of “12” on the CARGO HOLD table.
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Island EncountersWhen rolling encounters for an island, roll 1d4
imes on the ISLAND FEATURES table and 1d4 imes
on the ISLAND BEASTIES table, then combine the
results.
Island Features (d20)1. Ac ive Volcano. Periodically the volcano
belches forth ash or causes tremors, and lava
lows can be found on one side of the island.
2. Beach (d6)
(1) Strange colored scinillaing sands,
potenially quicksand or sinkholes (see
the DMG pg. 110).(2) Debris including ship parts, bones, sea glass,
mollusk shells, messages in a bottle, etc.
(3) Hundreds of crabs and giant crabs.(4) Hundreds of shore birds nesing on blu fs
overlooking resing seals and turtles.(5) Mirthful faces form in the surf, and
anyone going for a swim removes a level
of exhausion but finds a trinket of their
gone missing.
(6) Blowholes send ocean spray dozens of feet in
the air and sucking currents form riptides.
3. Buried Treasure (d6)(1) The trees are adorned with the wax-
covered hands of corpses which point the
way to treasure when their fingers are lit
on fire, but also coninually cast animatedead every 10 minutes while lit.
(2) Treasure in a cave is protected by a
gauntlet of traps.
(3) A cache of food, water, sails, pistols, and
powder is in a makeshi t cellar.
(4) A complex treasure map is worked into
the landscape, but the whole picture is
only visible from a lookout point above.(5) A treasure chest that was already dug up,
but may or may not be opened.
(6) A sunken shipwreck just o f the island’s
coast holds the treasure.4. Carcass (d4)
(1) A massive skeleton covered with canvas
has been turned into a ramshackle
dwelling.
(2) A dire squid carcass is feasted on by gulls
with malign red eyes.(3) A small ship was swallowed by a whale
that has long since decayed, and the ship
could be restored to working order.
(4) Despite grievous wounds, a beached
whale sill clings to life by a thread.
5. Chasms and Rope Bridges. 40-100 foot longtropical chasms are spanned by crude rope
bridges entwined with vines. Crossing these
narrow bridges requires a DC 8 Dexterity
(Acrobaics) check or a character slips and
may fall. If there are muliple islands, the
bridges connect them. 6. Cove (d6)
(1) The hideout of a group of buccaneers* or
pirates*.
(2) Enchaning waters of the cove lure
creatures failing a DC 15 Wisdom savingthrow to swim. However, the waters are
treacherous and humanoids entering
immediately being drowning.
(3) The cove is peaceful with tropical birds on
the cli fs and a white sand beach.
(4) Numerous forested islets and sea stack
make the cove a maze to navigate.
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19. Voodoo (d6)(1) A bokor* or houngan/mambo’s* hut filled
with gris-gris.(2) Signs of a ritual feast with Veve symbols
marking an old Voodoo site.(3) Shrunken heads throughout the island
pose riddles and tell terrible jokes.(4) “Hot foot powder” traps are scattered
across the island, causing anyone coming
into contact with one to feel the urge to
leave the island as soon as possible.
Anyone a licted by this curse attracts the
ire of the naive inhabitants.(5) Corpses of white men in slave shackles,
their bodies arranged to spell the Lain
word Vindicta.(6) The veil is thin on the island and one or
more Load can appear in any re lecive
surface or in dreams of the faithful.20. Water Feature. Roll a d6 to determine the
basic form of the water feature:
(1) Creek
(2) Rice terrace.(3) Sacred spring.(4) Swamp.
(5) Tide pools.
(6) Sacred spring.
Shall we go for a swim? Roll a d6!
(1) Yes! The leeches would love you. Reducemaximum hit points by 5 unil treated.(2) Yes! The guardian spirits would love to
take 10 years from your delicious life.
(3) Yes! The bacteria will have a field day.
Make a DC 10 Constitution saving throw or
suffer a level of exhaustion. If drinking the
water, no save is allowed and the drinker is
poisoned until taking a long rest.
(4) Yes! It’s perfectly safe.
(5) Yes! The guardian spirits may grant those
who observe the proper bathing ritual ablessing or 10 years added to their life
expectancy.(6) Yes! It’s magic water that permanently
grants +1 Charisma to anyone bathing for
at least 1 hour. However, anyone bathing
must make a DC 15 Wisdom saving throw
or spend 2d12 hours lost in reverie they
share an inimate secret.
Island Beasties (d20)1. Constructs (d4)
(1) 1d6 helmed horrors as cursed Spanish
conquistadors.(2) 2d6 scarecrow as savage e figies come to
life at the behest of their bokor* master.(3) A shield guardian with a great African
shield stretched with leopard skin stands
lonely vigil, awaiting its long absent master.
(4) An ancient statue is actually a clay golem
that awaits acivaion with a magical keyor command word.
2. Dark Predator (d6)
(1) A lamia and her jackalwerehunters treat
the island as their personal hunting ground.
(2) A mind layer singles out a spellcaster PC,
dominaing various beasts to stalk them,
attemping to drive them to madness or
death.
(3) An oni drops bits of treasure, seeking to
divide and conquer the PCs.
(4) An owlbear as the stork-leggedChickcharney of the Bahamas has a speedof 50, prehensile claws, and Stealth
proficiency. Sailors believe it has the
power to bestow or steal luck.
(5) A panther with the shadow dragon
template, resistance to non-magical
weapons, and a taste for man- lesh.(6) A tyrannosaurus rex.
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T R EA S U R E MA P S
A G R EA T WA Y T O E N C O U RA G E
C HA RA C T E R S T O E X P L O R E
A N
I S LA N D I S W I T H C L U E S L E F T O N
A C R Y P T I C T R EA S U R E MA P.
Y O U CA N S L I P A T R EA S U R E
MA P I N T O S O M E B O O T Y T H E Y
U N C O V E R, P U T I T O N T H E BA C K
O F A TA T T O O E D P I RA T E, O R
MA K E I T CA R V E D O N A C L I F F.
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3. Demon Cult. A mask-wearing bar-lgura leads
a savage cult of dretches, carnivorous apes,
and cul ists. What is its goal? Roll a d6!
(1) Sacrifice enough souls to summon a
goristro.(2) Whip its followers into a fighing frenzy
to seize a ship and escape the island.(3) Find a suitably villainous soul to replace
the dying bar-lgura.
(4) Prove to a capive philosopher that man is
merely a base animal.4. Djab. The Dark Caribbean is filled with dark
spirits ranging from the wise to the horrible.
For example, a shadow demon might appear
as a diminished djab attemping to make a
deal with Voodoo praciioners to restore its
power, while a vengeful bokor* might
summon shadows against his enemy. True
djab, however, are beyond the physical world,
and are better thought of as the sorts of
eniies a warlock makes a pact with.
5. Flying Beas ies (d12)
(1) Aarakocra, rare bird-people believed by
pirates to hatch a golden nugget from
their throat.
(2) A chimera guarding a crown said to grant
immortality to the worthy. Its dragon-
head would have claimed the crown long
ago, but the other heads disagreed.(3) 2d6 wild cockatrices, possibly pursued by
kenku attemping to capture them for use
in cockatrice fighing rings in Nassau.
(4) A light of gri fons or hippogri fs dance
around the island amidst rainbows.
(5) 2d6 harpies (immature sirens) engage in a
cat-and-mouse hunt of the PCs,
attemping to prove themselves to their
siren* mother waiing o fshore.
(6) An excepionally lazy man icore
“worshipped” by any humanoids on theisland with gi ts of food and incense.(7) A lone black pegasus.(8) 2d6 perytons as all that remains of a
cursed Mayan elvish people.
(9) 2d6 pteranodons mercilessly hunt
anything and everything smaller than
them.
(10)A roc sleeps on the island’s peak, but
prefers to hunt at sea.
(11)3d10 s irges lurk near water or come out
at night, leeing at any sign of hosility
only to return again with double their
number.(12)1d4 wyverns tear apart any herd animals
present on the island.
6. Giant Animals. Islands of the Dark
Caribbean teem with wildlife. Any of the
giant beasts from the “Miscellaneous
Creatures” secion of the MONSTER MANUAL
could be encountered. 7. Giants and Kin (d8)
(1) A tusked cyclops always forgeting where
it put its herd of giant goats.
(2) 1d12 hill giants that treat the island as a
playground. Their favored sport is kicking
a human skull about like ball.(3) An et in that contemplates a way to
escape its island prison, but can never
settle on one course of acion.
(4) A fire giant (on a volcanic island).(5) A fomorian guarding a secret magical
chamber beneath the island’s heart. From
this chamber it can cast its evil eye
anywhere across the island on a clear day.
(6) 2d6 ogres dumber than bricks trying to
figure out what to make of some traces ofhuman explorers, like a compass or tents.(7) A wise stone giant unable to leave its
mountain throne due to a sea witch’s
curse slowly paralyzing it.
(8) A storm giant whose lover sacrificed him
or herself centuries ago and took the form
of the island. The giant acts as steward
and caretaker of the island.
8. Insec ile Beas ies (d4)
(1) 2d4 ankhegs.
(2) A darkmantle.(3) An ettercap accompanied by giant spiders.(4) 2d10 rust monsters known as “rust lobsters.”
9. Monstrous Humanoids (d8)
(1) Marauding band of gnolls.
(2) Degenerated cave-dwellers (grimlocks).
(3) Hobgoblins slavers and head-hunters.
(4) Kobolds proficient in Stealth called “tasloi” ,riding giant spiders or giant wasps.
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(5) Minotaur culists with a trap-filled
labyrinth into which they send sacrifices
to their dark god.
(6) Orc cannibals revering Grumsh One-Eye.
(7) Troglodytes as small-sized uncouth
“troggies” with a curious immunity tobludgeoning damage and a hatred of
spellcasters and all things magical.
(8) A group of amphibious trolls known as
“scrags” with Stealth proficiency and onlyable to regenerate in saltwater.
10. NPCs (d8)(1) Pygmy (wood gnome) tribal warriors with
an inane noion about turning a “big one”
into a ship.
(2) Arawak or Carib tribal warriors.
(3) Amazons scouts try to avoid the PCs while
they send one spy to infiltrate the PCs
ranks, determining if any female PCs are
worth inviing to their fold, and if any
male PCs are worth taking capive as
husbands.
(4) Shipwrecked sailors* are led by a mad
naval captain* who destroys all attempts
to signal the outside world.
(5) A group of buccaneers* led by a bandit
captain huning a giant boar.
(6) A marooned NPC who the PCs are already
familiar with.11. Pack (d6)(1) 2d4 allosaurs.
(2) 2d10 death dogs.
(3) 1d4+1 displacer beasts.
(4) 2d6 gricks.
(5) 2d4 hell hounds.(6) 2d6 dire wolves or worgs.
12. Plant Beas ies (d6)
(1) A group of amphibious blights.
(2) A coelenite* grown over skeletons or
zombies that it controls.(3) A dryad as a Mayan spirit or female pirate
le t ied to a silk cotton tree.(4) A large bloom of fungi and myconids.
(5) A shambling mound comprised of
seaweed and shore plants.
(6) A treant that is telepathically linked to the
Mesoamerican World Tree.
13. Spooky Ladies (d4)(1) A banshee calling out to the spirits of her
dead tribe or shipmates.
(2) A night hag disguised as a mambo
accompanied by scarecrow nkisi (voodoodolls / poppets) bearing a subtle
resemblance to the PCs. Each nkisi has asympatheic magical connecion to one of
the PCs, such that if anyone but that PC
damages the nkisi, then that PC takes anequal amount of damage.
(3) Mama Dglo, also called maman du l’eau, isa man-eaing siren who can assume the
form of a woman on land and cast spells
as an 8th level bard.
(4) A medusa with jellyfish-like tendrils forhair whose gazes evokes the dreadful seas,
calcifying those who draw her ire. 14. Tricksters (d6) Tricksters abound in the lore of
the Dark Caribbean, and generally they are
amoral entities more concerned with teaching
mortals hard lessons than good or evil.
(1) Anansi, a wise story-loving West African
trickster, who appears as a man, a spider,
a giant spider, or a spellcasing drider.
(2) Brier Rabbit or Coyote, a Mayan trickster
too smart for his own good, who appears
as a man, a rabbit or coyote, or an
arcanoloth.(3) A Mesoamerican Nahual - a druid withanimal shapeshiing powers.
(4) A kenku as a “keeteel” surviving as ascavenger and smuggler.
15. Undead (d8)
(1) A pile of bones with a golden box at the
center. The bones animate as skeletons
only if the box is disturbed.
(2) A lameskull guarding a secret door.
(3) The ghost of a pirate who died wandering
the island and was never able to solve thepuzzle of the treasure map still gripped in
the fingers of the pirate’s corpse somewhere.(4) 2d6 ghouls and a ghast as marooned
vicims who turned to cannibalism.
(5) Upright stone sarcophagi are worked into
the cli fside, serving as stairs above a
perilous drop into the ocean. The
sarcophagi-stairs lead up to a tomb
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worked into the cli f. However, once PCs
are midway thru the “stairs”, mummies
lurking in the sarcophagi awaken.
(6) The revenant of a pirate hunter sworn to
bring an end to all pirates everywhere.(7) 3d6 shadows stalk the island at night, only
avoiding specific glades or magic circles
that are warded against them.
(8) 2d6 wights dressed in tribal headdresses.
They are Lawful Neutral, but are ruthless
in carrying out the wishes of their tribal
elders as they perished to disease.16. Water Beas ies (d4)
(1) A group of bullygwugs revering a frog
idol with emeralds for eyes.
(2) A tribe of lizardfolk whose prophecies
describe a group of characters like the
PCs… as the “great feast for Semuanya.”(3) A water weird guarding a secret falls.(4) Several giant anemones* or giant sea
urchins* in the ide pools.
17. Wild Men (d4)
(1) Ravenously hungry blemmyae*, speaking
what sounds like gibberish.(2) A centaur as the creature which inspired
the “burokeet” (donkey-man) dances inTrinidad and Tobago.
(3) A satyr with a penchant for rum orgies
and challenging bards to musical contests.(4) A group of ye is as Dominican biembiens ,Mayan sisimité , or simply hairy wild men.
18. Wyrms (d6)
(1) A narcissisic basilisk with an unhealthy
fascinaion for re lecive surfaces.
(2) A behir adapted for the jungle.(3) 2d4 carrion crawlers scavenging the
campsite of any intruders.
(4) A couatl bearing a prophecy from an
ancient Mesoamerican culture.
(5) A lightless green dragon as the double-headed serpent of Aztec myth.
(6) A spirit naga (50%) or a guardian naga (50%).19. Yuan-Ti. Masters of the island, the yuan-i
have their own serpenine cult parodying
real-world religion, and are accompanied by
giant poisonous snakes, giant constrictor
snakes, and swarms of poisonous snakes. 20. Roll a d20 on the SEA BEASTIES table.
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TH E AR T O F CR EA T I N G A N
IS LA N D
T O MA K E A N IS LA N D F E E L D IS T I N C T,
C O NS I D E R H O W A L L T H ES E
C O M P O N E N TS I N T E RA C T W I T H O N E A
N O T H E R. W HA T D O ES T HA T S H I P 'S
MAS T H EA D T O T E M M EA N T O T H E O G
R ES P LA Y I N G A BA L L GA M E W I T H A
H U MA N S K U L L ? T O T H E B U C CA N E E RS S T RA
N D E D O N T H E IS LA N D ?
A D D I T I O NA L L Y, A N IS LA N D P R O V I D ES
A N EX C E L L E N T O P P O R T U N I T Y F O R
D O W N T I M E. N O T E V E R Y DA Y O N A N
IS LA N D IS S P E N T A V O I D I N G R O L L I N G
B O U L D E R T RA PS A N D O U T R U N N I N G A
N G R Y P Y G M I ES, A F T E R A L L!
C O NS I D E R W HA T I T TA K ES I N O R D E R F
O R T H E P CS T O GA I N A L O N G
R ES T O N T H E IS LA N D. D O T H E Y N E E D
T O R EA C H A C E R TA I N A R EA W I T H
D R Y F I R E W O O D A N D F R ES H WA T E R ?
D O T H E Y N E E D T O ES TA B L IS H A
D E F E NS I V E P E R I M E T E R A R O U N D T H E
I R CA M P A GA I NS T M O NS T E RS ?
T H ES E L I T T L E T O U C H ES H E L P T O B R
I N G A N IS LA N D T O L I F E!
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Undersea EncountersWith the ability to cast water breathing at 5thlevel, and a variety of magic items o fering the
ability to breathe underwater, not to menion
blessing from merfolk, the dark waters beneath
the Caribbean Sea become an adventuring
locaion pirates are likely to visit. You can check
for encounters are frequently as you desire,
though a good rate during travel through benign
waters is once in the morning and once when the
PCs take a long rest. In more hosile waters,
making a check hourly is appropriate.
Undersea Encounter Table (d10)1. Ocean Currents. Powerful ocean currents
bu fet the area. Roll a d6 to determine which
direcion they move in:(1) Upwelling of frigid water (see DMG p. 110)
from the depths.(2) Lateral currents.
(3) Circulaing currents moving in a
clockwise or counterclockwise moion.
(4) Descending currents suck everything
down into frigid water.
How strong are the currents? Roll a d4!(1) Light current moving 10-15 feet per round
(1 knot).
(2) Moderate current moving 30 feet per
round (3 knots). A DC 15 Strength
(Athleics) check is necessary to swim
against the current or hold posiion.(3) Strong current moving 60 feet per round
(6 knots). A DC 20 Strength (Athleics)
check is required to swim against the
current or hold posiion. If pushed into a
solid obstacle a creature takes 1
bludgeoning damage per 10 feet the
current pushed it (maximum 20 damage).
(4) Undersea bore or jet moving 90+ feet per
round (9+ knots). A DC 20 Strength
(Athleics) check is required to hold
posiion. Swimming against it is
impossible. If pushed into a solid obstacle
a creature takes 1d4 bludgeoning damage
per 10 feet the current pushed it
(maximum 20d4 damage).
2. Aqua ic Animals (d12)(1) A carnivorous scallop*, giant anemone*,
or giant sea urchin*.
(2) Dolphins, grey/right whales, or killer
whales.(3) Giant eels*.(4) Giant seahorses (possibly re-skinned as
hippocampi).(5) A dire squid*.
(6) A giant whale (leviathan)*.
(7) Octopi.(8) Sea turtles.(9) A giant shark, hunter sharks, or reef
sharks.
(10)A swarm of jellyfish*.
(11)A swarm of quippers as barracuda.
(12)A unicorn re-skinned as a wise gentle
narwhal.3. Debris (d6)
(1) Mostly useless lotsam and jetsam which
acts as concealment and di ficult terrain.
(2) Sparse debris and trinkets may contain
clues pertaining to what happened.(3) A sea of corpses.(4) Several salvageable pieces of equipment
and minor clues amidst the debris.
(5) Remnants of a failed diving expediion,
including a diving bell worth 4,000 gp.
(6) A small treasure chest containing a fewrolls on the individual treasure tables in
the DMG Chapter 7.
4. Coral Reef. While mostly found in coastal
waters, some deepwater coral exists at up to
200 feet depth. They are unique ecologies
host to many aquaic animals (anemones,
crabs, eels, sea slugs, singrays, turtles,
urchins) and someimes are used as either
temporary or permanent shelter by SEA
BEASTIES. Any creature cut by coral will
develop a rash. 5. Undersea Cave (d6)(1) A “blue hole” of prisinely opaque blue
water with high salinity.
(2) Maze of coral.
(3) Dragon turtle’s hollowed out shell.
(4) Web of calcified stone and sand
(5) Spiky chamber inside a dead giant urchin.(6) Bottomless hole diving into the Abyss.
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Sunken Shipwreck (d10)1. Habitat. Overgrown with sea plants and
barnacles, the ship serves as habitat for a
variety of aquatic animals, sharks in particular.
2. Fragile. The ship is on the verge of falling
apart or falling over the edge of a sea trench.
3. Ancient. The ship is centuries old, from beforethe European powers came to the Caribbean.
Is it elvish? From another world?
4. Haunted. A ghost or specter haunts the ship,
bound to its fetter within a chest that contains
several rolls on individual treasure tables in
the DMG.
5. Political Secret. The fate of the ship was
covered up by the powers that be, but the truth
can be determined from the wreck.
6. Cargo Partially Intact. Roll on the CARGO HOLD
ta
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