The Cold Sea

The Cold Sea is aptly named, as its waters are frigid all year long and a cold wind seems to always blow in from the east. The area is full of icebergs and small rocky islands which jut up from the dark waters threatening to sink any ships who dare go into its waters. The area serves as a hiding place for pirates and monsters alike.

Cold Sea Encounter Table

1- An air elemental attacks the ship
2- a water elemental attacks the ship
3- A storm knocks the ship off course (one hour travel)
4- An iceberg forces you to change course. Roll Again.
5- Choppy seas and a wind storm. 1d2 air elementals descend from the clouds and attack.
6- roll 1d100 , on a roll of 100 a Kraken appears and attacks.
7- A dense fog surrounds the ship. Roll Again.
8- An intense current pulls the ship out to sea and takes 1d4 hours to travel back.
9 The ship is attacked by pirates.

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|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)

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