Aquatic

Aquatic Encounters – 

The seas surrounding Aldearia are full of horrifying monsters, those who are brave enough and can breath underwater are able to explore the murky depths of the cold sea. Only the bravest and strongest adventurers should go here, as the creatures that lurk in the dark waters will give no mercy. 

Undersea encounters – for every hour spent traveling underwater roll from the following table.(1d8) 

1- A swarm of 1d8 hunter sharks have picked up your scent and come in for the kill. 

2- a Giant shark i hunting you rushes up from underneath you to attack (perception save dc15 or you are surprised)

3- an octopus glares at you menacingly as it swims by (disadvantage on your next roll, no matter what it is) 

4- a hunting party of 1d4 merrows comes upon you and attacks. 

5- roll a 1d20, on a roll of a 1 The kraken emerges from the depths to destroy you. 

6- You stumble upon an ancient temple of some kind,  tall pillars lay toppled on the sea floor. An antimagic field extends 30 ft in all directions from the ruins. Those who can enter it without drowning can search the ruins with a dc15 investigation check to find 2d10 platinum pieces. 

7- you stumble upon a small colony of merfolk. They are friendly to those who speak auquan and will let you rest in a coral covered cave for the night. Those who do not speak their language can attempt to communicate with them using persuasion or performance dc17 to get the same result. 

8- roll a 1d100 twice. If you roll above a 90 on both rolls you are confronted by the Clobster. A beautiful crab-like creature with swirling galaxy colors always moving across its shell. If the clobster appears to you, it will grant you a wish. (@mungendaster if this happens!)

Deep Sea fishing table/ Survival dc15 (1d10)

|1d10|Catch|

|1| A large Tuna – (str save dc15 or lose the tuna to the sea) wort 50gp

|2|a bright colored sunfish (worth 50gp)

|3| Nothing

|4| A Golden Herring – (worth 100gp)

|5| A giant sea snake (attacks, use giant venomous snake stat block)

|6| A blood red eel – (worth 150 gp )

|7| An emerald green manta (worth 200gp)

|8| 1d4 merrow attacks the ship.

|9| an elegant silver shrimp (worth 500gp)

|10| A giant shark (attacks)

Deep sea harvest table- dc10 survival (1d4)

1- sea weed (worthless) 

2- a brain looking coral (grants water breathing for one hour when consumed) 

3- a spiny sea star (can be used as a weapon, acts like a dagger but does an additional 1d6 poison damage on a hit, can be used once before it is destroyed) 

4- A large pearl (worth 40gp)

Encounter Reports

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