Appendix F: Encounters

This appendix provides a variety of encounters that you can use on land or at sea during your campaign. Encounters can be used to provide extra combat challenges and atmosphere to journeys across Thylea.

Some of these encounters need not end in bloodshed. They may be used to provide valuable information to the party or to guide them in the right direction on their quest. They can also be used for comic relief, when the party needs a reprieve from high stakes adventuring.

Random Land Encounters

Random encounters can be used to spice up a session during travel. Roll a d20 for each day of travel; on result of 11 or higher, the party encounters something. Roll d100 on the table below, using the appropriate environment. Alternatively, you may simply select something that suits the party's current situation:

Table of Random Land Encounters; Plains
Encounter [[/r d100]]Plains
1–20Bandits
21–25Blemys
26–45Centaur Scouts
46–50Cyclops
51–65Griffon
66–80Harpies
81–90Kentimane's Arms
91–100Stimfay

Bandits.

A group of men and women, all suffering from serious-looking and apparently recent wounds, approaches your party. One man at the front of the band motions for his fellows to stop and calls out to you for aid.

A group of badly-wounded bandits are looking for help. They tried to waylay a band of centaurs, but the ambush went poorly. There are 7 ([[/r 2d6]]) @UUID[Actor.Bem18BiSuNBS60Zh]{bandits} and a @UUID[Actor.2WcCdN8Z0emHlTsK]{Bandit captain}. All have been reduced to half hit points. The bandit captain tries to convince the heroes to join forces with them before the centaur band arrives.

Five @UUID[Actor.U93UUfo9H42V9EXi]{centaurs} arrive 10 minutes later. If the bandits are alive when the centaurs appear, the heroes must make a DC 20 Charisma (Persuasion) check to convince the centaurs that they have nothing to do with the bandits.

If the bandits are dead, then the Persuasion check is only DC 10. If the heroes team up with the bandits to defeat the centaurs, the bandit captain rewards the heroes with 50 gp and a @UUID[Item.CiZBbo5EAjO7IxPK]{potion of healing}.

Blemys.

You hear the sounds of angry shouting just beyond a nearby hedge. Peering through, you can see a strange, headless creature with a single great eye and mouth on its chest. The cyclops appears to be screaming at itself and cursing its own stupidity. It stands over a broken human body and clutches at the lifeless arms.

This lonely @UUID[Actor.b6ru1Wi8wkQjGY0q]{Blemys} recently befriended a Traveling merchant. The two got on very well for several months until the cyclops lost his temper and killed his new friend. Now he deeply regrets it. He notices the party immediately and vents his anger on them, believing that they will try to kill him, because he's "just a stupid monster."Unless the party can use @UUID[Item.AiaNjfEOt4cDRB9g]{raise dead} or some other spell to resurrect his friend, the blemys will attack the party and try to drive them away, weeping the whole time.

Centaur Scouts.

A sudden rain of arrows whizzes through the air toward you, thunking into the ground at your feet. You hear hoof beats closing fast as a troop of centaurs crests a nearby hill. The centaurs track your movements with their bows as they prepare to launch a second volley.

A band of [[/r 2d4]] @UUID[Actor.U93UUfo9H42V9EXi]{centaurs} engages the heroes, firing arrows at them from 500 ft. away. If the heroes attempt to escape, the centaurs will allow them to flee. They will spend several rounds jeering and laughing at the cowardly mortals. Each of the centaurs carries a drinking horn and a @UUID[Item.DzcVsPj4m2iUbBr6]{bronze spear} in addition to a @UUID[Item.9e5qbSYwk6bkO6EG]{bow}. If the heroes stand and fight, the centaurs will fire one more volley of arrows and then close for a hand-to-hand fight.

“I once heard of a centaur tribe that outfitted its warriors in burnished bronze armor. It is said that they were radiant to look upon. But they never wore boots, because it didn't behoove them.”

— Kyrah, Goddess of Music

Cyclops.

You notice rumblings in the ground beneath your feet, just seconds before a gigantic, one-eyed woman bursts from the foliage nearby. The cyclops roars in laughter, shaking her great club at you. She then gleefully heads your way with a malevolent gleam in her eye.

A female @UUID[Actor.QBWO8w456n845XMV]{Cyclops} has decided that the heroes would make an excellent sacrifice to Sydon, once they are smashed into pulp. She is easy to trick, and the heroes can try to convince her that they are agents of the gods, or gods themselves in disguise. A successful DC 15 Charisma (Persuasion) check will convince her to leave the party alone. If she easily "smashes"the heroes (knocks down half their number), she will feel sorry for them. Such weaklings are not worth sacrificing, and she will spare them if they beg for their "little"lives.

Griffon.

A grisly sight is before you: a griffon with blood-soaked fur and feathers is devouring a freshly killed horse. The remains of the mutilated rider, a heavily armed and armored man, have been scattered nearby. Intent upon enjoying its feast, the griffon does not appear to noticed you.

A @creature[Griffon|ArcanumWorldsOdysseyoftheDragonlords] is eating the corpse of a @creature[Riding horse|horse]. The rider, a @creature[Centurion|ArcanumWorldsOdysseyoftheDragonlords], has been torn into pieces. The griffon will ignore the heroes unless they approach it. The centurion has a pouch with 10 gp and 40 sp. He also has a letter from King Acastus, ordering him to find the whereabouts of the "Heroes of the Prophecy"and report back to Mytros.

Harpies.

While Traveling, you notice a stale stench carried on the breeze. You hear shrill voices from above, mixed with notes of a strangely alluring song. Looking into the skies, you see a flock of monstrous bird-women hovering and watching you from a distance.

A flock of [[/r d4]] @creature[Harpy|ArcanumWorldsOdysseyoftheDragonlords|harpies] follow the party from a distance, hurling insults and threats but not attacking. They will wait until the heroes happen across some other threat, or if they cross an area of dangerous terrain. Then, the harpies will use their luring song to gain an edge before attacking.

Kentimane's Arms.

A pair of enormous stone forearms reach out of the ground next to the path that you are following. The statues are completely still, frozen in a gesture that appears to be grasping at the sky. Although the stonework appears to be finely carved, there are no other signs of civilization or any man-made structures anywhere in the vicinity.

The pair of giant stone arms are normally inactive, unless the heroes have killed either @UUID[Actor.1ttdAFr9xujBidVZ]{Sydon} or @UUID[Actor.1rqSlezWY78n7YzV]{Lutheria}. In that case, @UUID[Actor.fbtYPqiLw63Nr3Ru]{Kentimane} has begun to awaken, and the @UUID[Actor.NXVguuUD6B5iagff]{Hands of Kentimane} will attack with the intent to destroy the party!

Stimfay.

A curious glint draws your attention upward. Ahead are a group of six metallic birds circling what seem to be the remains of a centaur. The creatures take turns diving down to rend and pull at fresh chunks of its flesh with their cruel bronze beaks.

The six @UUID[Actor.hrjJAylzG9LdWHlt]{Stimfay} are feasting on the carcass of a centaur. They ignore the heroes unless they get too close or look as if they might try to take their food away. At that point, the stimfay will attack the heroes. The stimfay belong to @UUID[Actor.lpFwFXc1dnWn5E8n]{Amazon Warriors} who may be hunting nearby—but it's also possible that their masters were killed.

Table of Random Land Encounters; Mountains
Encounter [[/r d100]]Mountains
Bandits1–10
Cyclops11–20
Griffon21–30
Gygan31–35
Harpies36–50
Kentimane's Arms51–60
Stimfay61–80
Wolves81–100

Bandits.

A group of men and women, all suffering from serious-looking and apparently recent wounds, approaches your party. One man at the front of the band motions for his fellows to stop and calls out to you for aid.

A group of badly-wounded bandits are looking for help. They tried to waylay a band of centaurs, but the ambush went poorly. There are 7 ([[/r 2d6]]) @UUID[Actor.Bem18BiSuNBS60Zh]{bandits} and a @UUID[Actor.2WcCdN8Z0emHlTsK]{Bandit captain}. All have been reduced to half hit points. The bandit captain tries to convince the heroes to join forces with them before the centaur band arrives.

Five @UUID[Actor.U93UUfo9H42V9EXi]{centaurs} arrive 10 minutes later. If the bandits are alive when the centaurs appear, the heroes must make a DC 20 Charisma (Persuasion) check to convince the centaurs that they have nothing to do with the bandits.

If the bandits are dead, then the Persuasion check is only DC 10. If the heroes team up with the bandits to defeat the centaurs, the bandit captain rewards the heroes with 50 gp and a @UUID[Item.CiZBbo5EAjO7IxPK]{potion of healing}.

Cyclops.

You notice rumblings in the ground beneath your feet, just seconds before a gigantic, one-eyed woman bursts from the foliage nearby. The cyclops roars in laughter, shaking her great club at you. She then gleefully heads your way with a malevolent gleam in her eye.

A female @UUID[Actor.QBWO8w456n845XMV]{Cyclops} has decided that the heroes would make an excellent sacrifice to Sydon, once they are smashed into pulp. She is easy to trick, and the heroes can try to convince her that they are agents of the gods, or gods themselves in disguise. A successful DC 15 Charisma (Persuasion) check will convince her to leave the party alone. If she easily "smashes"the heroes (knocks down half their number), she will feel sorry for them. Such weaklings are not worth sacrificing, and she will spare them if they beg for their "little"lives.

Griffon.

A grisly sight is before you: a griffon with blood-soaked fur and feathers is devouring a freshly killed horse. The remains of the mutilated rider, a heavily armed and armored man, have been scattered nearby. Intent upon enjoying its feast, the griffon does not appear to noticed you.

A @creature[Griffon|ArcanumWorldsOdysseyoftheDragonlords] is eating the corpse of a @UUID[Actor.b5mjeXtjJHOz17Ow]{horse}. The rider, a @creature[Centurion|ArcanumWorldsOdysseyoftheDragonlords], has been torn into pieces. The griffon will ignore the heroes unless they approach it. The centurion has a pouch with 10 gp and 40 sp. He also has a letter from King Acastus, ordering him to find the whereabouts of the "Heroes of the Prophecy"and report back to Mytros.

Gygan.

In the distance, you notice a large figure stooping to forage in the grass. He suddenly stares up at you, as if alerted to danger. Rising to his full height, you can see that he has six arms and a single eye.

This @UUID[Actor.bK3oCr1I4IMrDbgP]{Gygan} is part of a small tribe of [[/r d4]] @UUID[Actor.bK3oCr1I4IMrDbgP]{gygans} who are hidden in some nearby woods. He does not attack unless the party provokes him—he does not want to endanger his tribe by drawing unwanted attention. If the party attacks, then the rest of his tribe joins the battle after 3 rounds. They fight to the death, to prevent discovery.

Harpies.

While Traveling, you notice a stale stench carried on the breeze. You hear shrill voices from above, mixed with notes of a strangely alluring song. Looking into the skies, you see a flock of monstrous bird-women hovering and watching you from a distance.

A flock of [[/r d4]] @creature[Harpy|ArcanumWorldsOdysseyoftheDragonlords|harpies] follow the party from a distance, hurling insults and threats but not attacking. They will wait until the heroes happen across some other threat, or if they cross an area of dangerous terrain. Then, the harpies will use their luring song to gain an edge before attacking.

Kentimane's Arms.

A pair of enormous stone forearms reach out of the ground next to the path that you are following. The statues are completely still, frozen in a gesture that appears to be grasping at the sky. Although the stonework appears to be finely carved, there are no other signs of civilization or any man-made structures anywhere in the vicinity.

The pair of giant stone arms are normally inactive, unless the heroes have killed either @UUID[Actor.1ttdAFr9xujBidVZ]{Sydon} or @UUID[Actor.1rqSlezWY78n7YzV]{Lutheria}. In that case, @UUID[Actor.fbtYPqiLw63Nr3Ru]{Kentimane} has begun to awaken, and the @UUID[Actor.NXVguuUD6B5iagff]{Hands of Kentimane} will attack with the intent to destroy the party!

Stimfay.

A curious glint draws your attention upward. Ahead are a group of six metallic birds circling what seem to be the remains of a centaur. The creatures take turns diving down to rend and pull at fresh chunks of its flesh with their cruel bronze beaks.

The six @UUID[Actor.hrjJAylzG9LdWHlt]{Stimfay} are feasting on the carcass of a centaur. They ignore the heroes unless they get too close or look as if they might try to take their food away. At that point, the stimfay will attack the heroes. The stimfay belong to @UUID[Actor.lpFwFXc1dnWn5E8n]{Amazon Warriors} who may be hunting nearby—but it's also possible that their masters were killed.

Wolves.

As you make camp, the quiet of the evening is broken by mournful howls. Soon, the source of the noise comes into view: a pack of gray wolves, which advance upon you hungrily! They are led by a black, horse-sized wolf with bony spines protruding from its back. It glares at you with malice as its pack circles.

A pack of a dozen @UUID[Actor.JwKHcEGcDnU7FR8N]{wolves} led by a @UUID[Actor.WzQe385sCLeBul5t]{Dire wolf} have been driven to attack by hunger. Their howls should be heard in the distance as night falls, but the wolves won't attack until the heroes have made camp and are settling down for the night. They will gang up on one hero and attempt to drag that person away into the dark. They are seeking an easy meal—not a battle to the death.

Table of Random Land Encounters; Forest
Encounter ([[/r d100]])Forest
Blemys1–5
Cyclops6–15
Gygan16–20
Harpies21–30
Maenad31–40
Satyr41–60
Goatlings61–80
Wolves81–100

Blemys.

You hear the sounds of angry shouting just beyond a nearby hedge. Peering through, you can see a strange, headless creature with a single great eye and mouth on its chest. The cyclops appears to be screaming at itself and cursing its own stupidity. It stands over a broken human body and clutches at the lifeless arms.

This lonely @UUID[Actor.b6ru1Wi8wkQjGY0q]{Blemys} recently befriended a Traveling merchant. The two got on very well for several months until the cyclops lost his temper and killed his new friend. Now he deeply regrets it. He notices the party immediately and vents his anger on them, believing that they will try to kill him, because he's "just a stupid monster."Unless the party can use @UUID[Item.AiaNjfEOt4cDRB9g]{raise dead} or some other spell to resurrect his friend, the blemys will attack the party and try to drive them away, weeping the whole time.

Cyclops.

You notice rumblings in the ground beneath your feet, just seconds before a gigantic, one-eyed woman bursts from the foliage nearby. The cyclops roars in laughter, shaking her great club at you. She then gleefully heads your way with a malevolent gleam in her eye.

A female @UUID[Actor.QBWO8w456n845XMV]{Cyclops} has decided that the heroes would make an excellent sacrifice to Sydon, once they are smashed into pulp. She is easy to trick, and the heroes can try to convince her that they are agents of the gods, or gods themselves in disguise. A successful DC 15 Charisma (Persuasion) check will convince her to leave the party alone. If she easily "smashes"the heroes (knocks down half their number), she will feel sorry for them. Such weaklings are not worth sacrificing, and she will spare them if they beg for their "little"lives.

Gygan.

In the distance, you notice a large figure stooping to forage in the grass. He suddenly stares up at you, as if alerted to danger. Rising to his full height, you can see that he has six arms and a single eye.

This @UUID[Actor.bK3oCr1I4IMrDbgP]{Gygan} is part of a small tribe of [[/r d4]] @UUID[Actor.bK3oCr1I4IMrDbgP]{gygans} who are hidden in some nearby woods. He does not attack unless the party provokes him—he does not want to endanger his tribe by drawing unwanted attention. If the party attacks, then the rest of his tribe joins the battle after 3 rounds. They fight to the death, to prevent discovery.

Harpies.

While Traveling, you notice a stale stench carried on the breeze. You hear shrill voices from above, mixed with notes of a strangely alluring song. Looking into the skies, you see a flock of monstrous bird-women hovering and watching you from a distance.

A flock of [[/r d4]] @creature[Harpy|ArcanumWorldsOdysseyoftheDragonlords|harpies] follow the party from a distance, hurling insults and threats but not attacking. They will wait until the heroes happen across some other threat, or if they cross an area of dangerous terrain. Then, the harpies will use their luring song to gain an edge before attacking.

Maenad.

While following the road you come upon a bizarre camp. An unkempt woman with the feet and horns of a goat sings raucously and swigs from a filthy cup of wine. She is accompanied in her merrymaking by a handful of squat, bipedal goat-things. A sweet smell, not unlike roast pork, wafts from the corpse of a dwarf that is cooking over their fire.

A @UUID[Actor.etZHx4dLS7jMrBsg]{Maenad} and [[/r d4]] @UUID[Actor.XCfvQueH2aXzTSRG]{goatlings} are drinking and singing by the side of the road. They are roasting a dwarven merchant that they ambushed, and the corpses of other merchants lie close by. The maenad and her gang won't attack the heroes, but the goatlings can't resist hurling insults. The creatures will fight to the death if attacked.

Satyr.

A slight rustling comes from the tall grass that runs along the side of the road, and then a young man with the horns and legs of a goat jumps out in front of your party. He begins playing a jaunty tune from his panpipes and skips away at a leisurely pace.

A @UUID[Actor.QR79OGEZOnRI7VDv]{Satyr Minstrel} with pan pipes uses his melody to @condition[charm] the heroes and bring them closer to him. Then he will use his pan pipes to put the heroes to @condition[sleep] so that he can rob them of all their gold and silver. He will try to knock out any hero who resists his song but if he takes more than half his hit points in damage he will flee.

Goatlings.

Peals of bleating laughter herald the appearance of six diminutive humanoid goats. They continue their chittering as they point towards you, make lewd gestures, and throw insults. Some of them throw rocks at you.

A band of [[/r 1d6]] shrieking @UUID[Actor.XCfvQueH2aXzTSRG]{goatlings} and one @UUID[Actor.FMq9A6i8LHZK9Qy9]{Goatling trickster} descends upon the heroes. It's hard to know which is worse: their shrill mockery or the pervading smell of unwashed goat.

Wolves.

As you make camp, the quiet of the evening is broken by mournful howls. Soon, the source of the noise comes into view: a pack of gray wolves, which advance upon you hungrily! They are led by a black, horse-sized wolf with bony spines protruding from its back. It glares at you with malice as its pack circles.

A pack of a dozen @UUID[Actor.JwKHcEGcDnU7FR8N]{wolves} led by a @UUID[Actor.WzQe385sCLeBul5t]{Dire wolf} have been driven to attack by hunger. Their howls should be heard in the distance as night falls, but the wolves won't attack until the heroes have made camp and are settling down for the night. They will gang up on one hero and attempt to drag that person away into the dark. They are seeking an easy meal—not a battle to the death.

Table of Random Land Encounters
Encounter ([[/r d100]])@table[Random Land Encounters; Plains|ArcanumWorldsOdysseyoftheDragonlords|Plains]@table[Random Land Encounters; Mountains|ArcanumWorldsOdysseyoftheDragonlords|Mountains]@table[Random Land Encounters; Forest|ArcanumWorldsOdysseyoftheDragonlords|Forest]
Bandits1–201–10—
Blemys21–25—1–5
Centaur Scouts26–45——
Cyclops46–5011–206–15
Griffon51–6521–30—
Gygan—31–3516–20
Harpies66–8036–5021–30
Kentimane's Arms81–9051–60—
Maenad——31–40
Satyr——41–60
Goatlings——61–80
Stimfay91–10061–80—
Wolves—81–10081–100

Bandits.

A group of men and women, all suffering from serious-looking and apparently recent wounds, approaches your party. One man at the front of the band motions for his fellows to stop and calls out to you for aid.

A group of badly-wounded bandits are looking for help. They tried to waylay a band of centaurs, but the ambush went poorly. There are 7 ([[/r 2d6]]) @UUID[Actor.Bem18BiSuNBS60Zh]{bandits} and a @UUID[Actor.2WcCdN8Z0emHlTsK]{Bandit captain}. All have been reduced to half hit points. The bandit captain tries to convince the heroes to join forces with them before the centaur band arrives.

Five @UUID[Actor.U93UUfo9H42V9EXi]{centaurs} arrive 10 minutes later. If the bandits are alive when the centaurs appear, the heroes must make a DC 20 Charisma (Persuasion) check to convince the centaurs that they have nothing to do with the bandits.

If the bandits are dead, then the Persuasion check is only DC 10. If the heroes team up with the bandits to defeat the centaurs, the bandit captain rewards the heroes with 50 gp and a @UUID[Item.CiZBbo5EAjO7IxPK]{potion of healing}.

Blemys.

You hear the sounds of angry shouting just beyond a nearby hedge. Peering through, you can see a strange, headless creature with a single great eye and mouth on its chest. The cyclops appears to be screaming at itself and cursing its own stupidity. It stands over a broken human body and clutches at the lifeless arms.

This lonely @UUID[Actor.b6ru1Wi8wkQjGY0q]{Blemys} recently befriended a Traveling merchant. The two got on very well for several months until the cyclops lost his temper and killed his new friend. Now he deeply regrets it. He notices the party immediately and vents his anger on them, believing that they will try to kill him, because he's "just a stupid monster."Unless the party can use @UUID[Item.AiaNjfEOt4cDRB9g]{raise dead} or some other spell to resurrect his friend, the blemys will attack the party and try to drive them away, weeping the whole time.

Centaur Scouts.

A sudden rain of arrows whizzes through the air toward you, thunking into the ground at your feet. You hear hoof beats closing fast as a troop of centaurs crests a nearby hill. The centaurs track your movements with their bows as they prepare to launch a second volley.

A band of [[/r 2d4]] @UUID[Actor.U93UUfo9H42V9EXi]{centaurs} engages the heroes, firing arrows at them from 500 ft. away. If the heroes attempt to escape, the centaurs will allow them to flee. They will spend several rounds jeering and laughing at the cowardly mortals. Each of the centaurs carries a drinking horn and a @UUID[Item.DzcVsPj4m2iUbBr6]{bronze spear} in addition to a @UUID[Item.9e5qbSYwk6bkO6EG]{bow}. If the heroes stand and fight, the centaurs will fire one more volley of arrows and then close for a hand-to-hand fight.

“I once heard of a centaur tribe that outfitted its warriors in burnished bronze armor. It is said that they were radiant to look upon. But they never wore boots, because it didn't behoove them.”

— Kyrah, Goddess of Music

Cyclops.

You notice rumblings in the ground beneath your feet, just seconds before a gigantic, one-eyed woman bursts from the foliage nearby. The cyclops roars in laughter, shaking her great club at you. She then gleefully heads your way with a malevolent gleam in her eye.

A female @UUID[Actor.QBWO8w456n845XMV]{Cyclops} has decided that the heroes would make an excellent sacrifice to Sydon, once they are smashed into pulp. She is easy to trick, and the heroes can try to convince her that they are agents of the gods, or gods themselves in disguise. A successful DC 15 Charisma (Persuasion) check will convince her to leave the party alone. If she easily "smashes"the heroes (knocks down half their number), she will feel sorry for them. Such weaklings are not worth sacrificing, and she will spare them if they beg for their "little"lives.

Griffon.

A grisly sight is before you: a griffon with blood-soaked fur and feathers is devouring a freshly killed horse. The remains of the mutilated rider, a heavily armed and armored man, have been scattered nearby. Intent upon enjoying its feast, the griffon does not appear to noticed you.

A @creature[Griffon|ArcanumWorldsOdysseyoftheDragonlords] is eating the corpse of a @UUID[Actor.b5mjeXtjJHOz17Ow]{horse}. The rider, a @creature[Centurion|ArcanumWorldsOdysseyoftheDragonlords], has been torn into pieces. The griffon will ignore the heroes unless they approach it. The centurion has a pouch with 10 gp and 40 sp. He also has a letter from King Acastus, ordering him to find the whereabouts of the "Heroes of the Prophecy"and report back to Mytros.

Gygan.

In the distance, you notice a large figure stooping to forage in the grass. He suddenly stares up at you, as if alerted to danger. Rising to his full height, you can see that he has six arms and a single eye.

This @UUID[Actor.bK3oCr1I4IMrDbgP]{Gygan} is part of a small tribe of [[/r d4]] @UUID[Actor.bK3oCr1I4IMrDbgP]{gygans} who are hidden in some nearby woods. He does not attack unless the party provokes him—he does not want to endanger his tribe by drawing unwanted attention. If the party attacks, then the rest of his tribe joins the battle after 3 rounds. They fight to the death, to prevent discovery.

Harpies.

While Traveling, you notice a stale stench carried on the breeze. You hear shrill voices from above, mixed with notes of a strangely alluring song. Looking into the skies, you see a flock of monstrous bird-women hovering and watching you from a distance.

A flock of [[/r d4]] @creature[Harpy|ArcanumWorldsOdysseyoftheDragonlords|harpies] follow the party from a distance, hurling insults and threats but not attacking. They will wait until the heroes happen across some other threat, or if they cross an area of dangerous terrain. Then, the harpies will use their luring song to gain an edge before attacking.

Kentimane's Arms.

A pair of enormous stone forearms reach out of the ground next to the path that you are following. The statues are completely still, frozen in a gesture that appears to be grasping at the sky. Although the stonework appears to be finely carved, there are no other signs of civilization or any man-made structures anywhere in the vicinity.

The pair of giant stone arms are normally inactive, unless the heroes have killed either @UUID[Actor.1ttdAFr9xujBidVZ]{Sydon} or @UUID[Actor.1rqSlezWY78n7YzV]{Lutheria}. In that case, @UUID[Actor.fbtYPqiLw63Nr3Ru]{Kentimane} has begun to awaken, and the @UUID[Actor.NXVguuUD6B5iagff]{Hands of Kentimane} will attack with the intent to destroy the party!

Maenad.

While following the road you come upon a bizarre camp. An unkempt woman with the feet and horns of a goat sings raucously and swigs from a filthy cup of wine. She is accompanied in her merrymaking by a handful of squat, bipedal goat-things. A sweet smell, not unlike roast pork, wafts from the corpse of a dwarf that is cooking over their fire.

A @UUID[Actor.etZHx4dLS7jMrBsg]{Maenad} and [[/r d4]] @UUID[Actor.XCfvQueH2aXzTSRG]{goatlings} are drinking and singing by the side of the road. They are roasting a dwarven merchant that they ambushed, and the corpses of other merchants lie close by. The maenad and her gang won't attack the heroes, but the goatlings can't resist hurling insults. The creatures will fight to the death if attacked.

Satyr.

A slight rustling comes from the tall grass that runs along the side of the road, and then a young man with the horns and legs of a goat jumps out in front of your party. He begins playing a jaunty tune from his panpipes and skips away at a leisurely pace.

A @UUID[Actor.QR79OGEZOnRI7VDv]{Satyr Minstrel} with pan pipes uses his melody to @condition[charm] the heroes and bring them closer to him. Then he will use his pan pipes to put the heroes to @condition[sleep] so that he can rob them of all their gold and silver. He will try to knock out any hero who resists his song but if he takes more than half his hit points in damage he will flee.

Goatlings.

Peals of bleating laughter herald the appearance of six diminutive humanoid goats. They continue their chittering as they point towards you, make lewd gestures, and throw insults. Some of them throw rocks at you.

A band of [[/r 1d6]] shrieking @UUID[Actor.XCfvQueH2aXzTSRG]{goatlings} and one @UUID[Actor.FMq9A6i8LHZK9Qy9]{Goatling trickster} descends upon the heroes. It's hard to know which is worse: their shrill mockery or the pervading smell of unwashed goat.

Stimfay.

A curious glint draws your attention upward. Ahead are a group of six metallic birds circling what seem to be the remains of a centaur. The creatures take turns diving down to rend and pull at fresh chunks of its flesh with their cruel bronze beaks.

The six @UUID[Actor.hrjJAylzG9LdWHlt]{Stimfay} are feasting on the carcass of a centaur. They ignore the heroes unless they get too close or look as if they might try to take their food away. At that point, the stimfay will attack the heroes. The stimfay belong to @UUID[Actor.lpFwFXc1dnWn5E8n]{Amazon Warriors} who may be hunting nearby—but it's also possible that their masters were killed.

Wolves.

As you make camp, the quiet of the evening is broken by mournful howls. Soon, the source of the noise comes into view: a pack of gray wolves, which advance upon you hungrily! They are led by a black, horse-sized wolf with bony spines protruding from its back. It glares at you with malice as its pack circles.

A pack of a dozen @UUID[Actor.JwKHcEGcDnU7FR8N]{wolves} led by a @UUID[Actor.WzQe385sCLeBul5t]{Dire wolf} have been driven to attack by hunger. Their howls should be heard in the distance as night falls, but the wolves won't attack until the heroes have made camp and are settling down for the night. They will gang up on one hero and attempt to drag that person away into the dark. They are seeking an easy meal—not a battle to the death.

Special Land Encounters

Special encounters can be added to the campaign at your discretion. They can be more complex than random encounters and have consequences for course of play, so they can be distracting if you use them when players already have clear objectives to pursue. These encounters are best used if players decide to go off exploring regions and landmarks that aren't really part of the main adventure.

Pholon the Centaur

You hear the clatter of uneven hoof beats approaching from behind. You turn to find a centaur stumbling towards you, carrying an empty wineskin. Despite his wobbly gait, the centaur does not appear to be angry or particularly distressed. When he notices you, he smiles drunkenly and flexes his meaty arms. He seems to be in the mood for a friendly challenge. "Which one of you wants to fight me?"

Pholon the Centaur

Pholon the Centaur

This drunken centaur is @UUID[Actor.kFPFdoZAyIx0X7pr]{Pholon} (refer to @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000019]{Dramatis Personae} for details). He will challenge the hero that seems toughest to him to a fist fight. He'll also agree to wrestle anyone who seems up to it. He'll fight until a combatant is reduced to zero hit points, but he won't inflict any serious harm; his preferred fighting methods are grappling and punching.

Whatever the outcome of this fight, Pholon will decide that the heroes are his kind of people. He explains that he is from @UUID[.0000000000000008#scorpion-island]{Scorpion Island}. He recently lost his mortal rider, and he's looking for a new bonded brother or sister. This is a chance for the heroes to pick up a new companion and quite a useful mount.

Zephyrus, the Summer Wind

You feel a warm summery breeze. It guides you into a forest clearing, which is carpeted by wildflowers. There are ancient marble collapsed ruins here which are apparently guarded by an animated mound of thorny vines and laurel leaves. The vine creature sways back and forth as if dancing, while sitting upon one of the fallen pillars is a satyr playing a gentle tune upon a lute.

Zephyrus (CN @UUID[Actor.QR79OGEZOnRI7VDv]{Satyr Minstrel}) is playing a @item[Zephyr lute|ArcanumWorldsOdysseyoftheDragonlords], and has permanently &Reference[condition=charmed] the @UUID[Actor.J38sc5xBcBIA18wB]{Shambling Mound} that is dancing to his music. Neither he nor the shambling mound will attack unless they are provoked, but they will not permit the heroes to explore the ruins. The satyr has a wicked sense of humor, and not above passing comment on the heroes, their apparent prowess (in all fields of endeavor), their clothes, their equipment, their haircuts, their weaponry ("That's a very tiny sword...") and anything else he finds funny.

The Four Winds: Zephyrus

Kyrah recognizes Zephyrus as one of the Four Winds, a troupe of fey bards who broke into the Temple of the Five and stole her divine instruments, including the @item[Zephyr lute|ArcanumWorldsOdysseyoftheDragonlords]. In any fight, Zephyrus will use the lute as a makeshift club (doing [[/damage 1d4 type=bludgeoning]] damage) and there is a [[/r 1d100]]{75% chance} that the lute will be destroyed in the process, leaving behind a set of @item[nymph-hair string|ArcanumWorldsOdysseyoftheDragonlords|nymph-hair strings].

The Shrine Guardian.

Zephyrus claims to be the guardian of the ruin, which was once a shrine to @deity[Helios|ArcanumWorldsOdysseyoftheDragonlords], the sun god. Helios has been largely forgotten by the mortals in Thylea, but he is still revered by the giants and fey folks. Zephyrus will ask the heroes if they would like to hear a song about the god. If the heroes agree, he will then lull them to sleep with a gentle, tragic melody about a mortal who stole the sun god's chariot and flew too close to the sun.

When the heroes awaken, they have been &Reference[condition=restrained] by entangling vines, which require a [[/save ability=strength dc=15]] saving throw to escape. The satyr will apologize, but he cannot allow the location of the shrine to be discovered. He will then order the shambling mound to smash the heroes into very small bits.

Treasure.

Hidden under the ruins is a golden statue of the sun god, a beautiful man with long hair, worth 1,000 gp. There is also a sealed clay tube. This is a @UUID[Item.O4y8U8i46EBTLqHz]{scroll case} that must be shattered to open it. Inside are three @UUID[Item.dCuS8Q4EZPbBJN69]{fireball} scrolls.

Euria the Autumn Wind

The road grows rocky as you enter a mountainous region. In the distance, a ruined guard tower stands at a vantage point, which obviously has clear views of the whole surrounding area. The building looks ancient, and it's in a very poor state of repair. There looks to be a fire burning on the parapet, and you can hear gentle music drifting from inside.

Euria (CN @UUID[Actor.pXd2Yp0k9e0h8bJm]{Oread} lives inside the guard tower, and is playing music upon a @item[Euros lyre|ArcanumWorldsOdysseyoftheDragonlords] The mountain nymph has a permanently &Reference[condition=charmed] @UUID[Actor.AHIxizSosVyiw60c]{Fire elemental} acting as a beacon at the top of the tower. Euria is radiantly beautiful, and she wears nothing except a @UUID[Item.KGpzMMlLmjkainjt]{cloak of protection}. She is polite and welcoming to travelers, but she is largely uninterested in why the heroes have come to her tower. She openly admires them as strong and powerful adventurers, though.

The Four Winds: Zephyrus

Kyrah recognizes Euria as one of the Four Winds, fey bards who stole musical instruments from the Temple of the Five. The @item[Euros lyre|ArcanumWorldsOdysseyoftheDragonlords] rightfully belongs to Kyrah. In any fight, there is a [[/r 1d100]]{75% chance} chance that the lyre will be destroyed in the battle, leaving behind a set of @item[nymph-hair string|ArcanumWorldsOdysseyoftheDragonlords|nymph-hair strings].

The Nymph's Desire.

Euria wants to lure travelers into her tower so that she may turn them into thralls. She prefers her victims to be willing, and she will offer to take one of the heroes to "paradise."If a hero agrees, she will spend the night with them. By morning, they have be under the effects of a @UUID[Item.JveNGHUhUmxZIZ20]{geas} spell (with no chance to save).

If Euria successfully puts one of the heroes under her geas, then she demands that they bring her the @item[Boreal harp|ArcanumWorldsOdysseyoftheDragonlords]. She's grown tired of the lyre and wants something new to play. She explains that the satyrs who tend to the Mytros vineyards took the harp. Another one could be crafted at the @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000022#the-mithral-forge]{Mithral Forge}. If the heroes perform this task respectfully, then she will exchange her @item[Euros lyre|ArcanumWorldsOdysseyoftheDragonlords] for the @item[Boreal harp|ArcanumWorldsOdysseyoftheDragonlords] and free her thrall from the geas.

Treasure.

Inside the guard tower is a chest containing many ancient, withered iron swords. The swords are worthless other than as a source of iron, but they bear inscriptions that date their original forging to the First War.

Table of Random Sea Encounters; Cerulean Gulf
Encounter ([[/r d100]])Cerulean Gulf
Shipwrecked Sailors1–5
Dolphins5–15
Falling Star16–20
Harpies21–30
Hurricane31–40
Island Turtle41–45
Manticores46–55
Pirate Ship56–60
Reef61–6551–55
Shallow Sea66–70
Sea of Gore71–75
Sirens (Sea Hags)76–80
Whale Pod81–86
Whale Corpse87–90
Whirlpool91–100

Shipwrecked Sailors

The sea is relatively calm, but there is something floating on the ocean ahead. As you approach, you realize that it is the wreckage of a sailing ship from the world beyond Thylea. Only broken pieces of its hull, oars, and spars are bobbing in the water. But a closer look shows that there are survivors clinging to the wreckage: two men, a woman, and a dwarf. They are clearly exhausted and close to the point of death.

These few survivors are explorers from the outer world, hired by the ruler of a mighty nation to find Thylea, and unlucky enough to have their ship destroyed by Sydon. The nation in question can be any that fits your overall campaign structure and world. Although weak, they can describe the powers Sydon used to smash their ship, and all of them are deeply grateful to be rescued. The four are:

  • Dengran (human @UUID[Actor.2WcCdN8Z0emHlTsK]{Bandit captain}): reckless, handsome, and an annoying know-it-all.
  • Heliope (human @UUID[Actor.VLcv0KGejaHiR3Dk]{Mage}): thoughtful, introspective, and always asking questions about Thylea.
  • Rutger (dwarven @UUID[Actor.cW1mOTLOpYhPEfn0]{Veteran}): dour, keeps to himself, and careful to avoid conflicts which might get out of hand.
  • Quinn (human @UUID[Actor.9jfUjuUxX4knw0D4]{Noble}): complains about everything. He has assumed leadership of the four, even though the other three think he's a privileged idiot. He is the son of a noble who financed the failed exploration.

These castaways are looking to reach safe land as soon as possible. These characters can be useful to ramp up the threat level of another ocean encounter. For example, if the roc attacks, it might grab one of the castaways and devour them, or the harpies could use their song to lure one of them into shark infested waters.

Dolphins

Your day is marked by a sign of good fortune. A pod of dolphins swims alongside your ship, clicking happily and playing in the waves at the prow.

The dolphins playfully swim with the ship for an hour, keeping just ahead of it. If the players can use magic to speak to the dolphins, they can ask about nearby islands. The dolphins know the area, and can give a cursory description of each nearby island.

Falling Star

It is a clear night and the heavens are ablaze with stars and constellations, beautiful to look upon. The peace is broken when you catch sight of a falling star. Instead of streaking quickly across the sky, it grows larger and larger until the flaming ball seems like it might hit the ship. As it passes overhead, you can feel its heat. Some distance away, it crashes into the sea.

After the star hits with water, its bright glow remains visible beneath the waves. The heroes can sail toward where the falling star fell:

Although now cooled by the seawater, the fallen star continues to give off an eerie light, making its resting place easy to spot beneath the waves.

The heroes can go underwater to explore the star, but they will need some sort of @UUID[Item.1Q2EXjKWYlUbEbjf]{water breathing} ability or spell in order to swim down to the seabed. The fallen star is a meteorite made of a silvery ore. It can be recovered from the ocean with a successful [[/save ability=strength dc=15]] (&Reference[skill=Athletics]) check. This @item[orb of star metal|ArcanumWorldsOdysseyoftheDragonlords] can be used in the construction of magic items at the Mithral Forge.

Harpies

The peaceful stillness of the sea around you is interrupted by panicked bleating from the skies above. A sheep is being tossed around by a flock of "birds"with the heads and torsos of women. Two of the creatures tear apart the still-living sheep in a dispute over its meat. As blood and gore rain down upon the deck, the foul creatures begin to sing with a bewitching voices.

A flock of [[/r 2d6]] @creature[Harpy|ArcanumWorldsOdysseyoftheDragonlords|harpies] descends upon the heroes' ship. They drop what's left of the unfortunate sheep into the sea, chumming the water to attract sharks. They then circle the ship and use their luring song to convince victims to leap into the ocean to reach them. Three rounds after they arrive, fins can be seen cutting through the water as [[/r 2d4]] @UUID[Actor.uLH4v7rREVle4gc4]{hunter sharks} arrive.

The sharks attack anyone who swims in the water, using stealth to strike from below. The harpies intend to scavenge chunks of meat from the heroes after the sharks tear them to shreds. The harpies will fly away if half their number are killed or wounded. Any harpy reduced to half its hit points will fall into the sea and become a target for the sharks.

Hurricane

Winds pull at your clothes and tug at the ship's sail and ropes as the skies begin to darken. On the horizon, a massive storm roils towards your ship with alarming speed. As it draws closer, the ocean grows violent. Soon, your vessel is pitched about by powerful gales and crashing waves.

The heroes can sail into the hurricane or try to outrun it, but magic is required to outrun this storm. Spells such as @UUID[Item.V015OPpBQs1Rw3Uh]{gust of wind}, @UUID[Item.ZL7WqgFEeKjbhJXE]{wind wall}, or a @UUID[Item.IHOcLnH8zSoj5KQD]{conjured air elemental} will allow the Ultros to skirt the worst of the hurricane. If the party decides to ride out the storm, one of the heroes must stay above decks to steer the ship.

Navigating the Storm.

The ship is in the hurricane for [[/r 1d4+1]] hours. Each hour in the storm, the hero piloting the ship must make a DC 15 Wisdom (Survival) check. On a failure, they must make a successful DC 15 Strength (&Reference[skill=Athletics]) check or be swept overboard. If someone is assisting the pilot, then both characters must make this check.

Surviving the Hurricane.

Being swept overboard is almost certain death by drowning. However, you have the option of having the drowning hero be rescued by mermaids. They will appear after the storm has passed, carrying the unconscious hero. They will expect some recompense in the form of jewelry or gems. If the heroes refuse to pay, then the mermaids drag the ship, cutting its speed in half for a full day, as a form of petty revenge.

The Eye of the Storm.

If the heroes steer the ship into the storm, they will reach the eye of the storm after an hour. At the center of the hurricane is Goloron (CE @creature[Young Empyrean|ArcanumWorldsOdysseyoftheDragonlords]) one of Sydon's children. He is talking and cackling to himself, and he is largely unaware of the storm that he has created. He has been sent by his father to survey the oceans. He ignores the heroes, unless they disturb him. If disturbed, Goloron will furiously question the heroes and demand that they kneel before him. However, he will not attack unless provoked.

Island Turtle

You spot an island on the horizon, but it's nowhere to be found on any of your maps. Vibrant greenery grows atop the brown, scale-like rocks of the landmass. A solitary building hangs over a cliff by the shoreline, and several small ships are anchored at a nearby dock. A massive stone outcropping juts up from the end of the island nearest your ship.

The small building is a trading post run by a guild of aquatic creatures. The trading post is managed by Shazum (CN @UUID[Actor.avxtWpMUvgWVLCq2]{Marid}) and a tribe of twelve sea elves (@UUID[Actor.REO57TJXGifpgzfI]{Merfolk}). The sea elves look unlike anything else in Thylea, and they claim to be from other worlds than this one. Each of the sea elves may hail from a different fantasy world of your choice.

Trading Post.

The sea elves' trading stock is quite impressive, and they sell all common equipment from the 5th Edition Player's Book. All of the weapons and armor have an exotic look, and the sea elves claim that they were imported from many different worlds. The marid has a stock of magical potions for sale:

Trading Post Inventory
PotionCostNumber In Stock
@UUID[Item.Hc3kRzYY1jPPfW4W]{potion of animal friendship}100 gp8
@UUID[Item.nTmRDv09180l76M6]{potion of clairvoyance}1,000 gp4
@UUID[Item.7uLv6bG6KMA6jlcE]{potion of gaseous form}1,000 gp5
@UUID[Item.CiZBbo5EAjO7IxPK]{potion of healing}25 gp20
@UUID[Item.YNoE4k284eTnfeq2]{potion of greater healing}100 gp8
@UUID[Item.fdOujk0eux0kmn1t]{potion of longevity}5,000 gp4
@UUID[Item.nctzOiHX1KDSdAHN]{potion of vitality}2,500 gp3
@UUID[Item.9xOdcWfCq8wqdFLx]{potion of water breathing}100 gp25

Currently, a couple of small ships from Aresia are docked here. Twelve Aresians (LN @UUID[Actor.LNtx0Vce4zjNYB9G]{warrior monks} are browsing the wares. Their captain (LN @UUID[Actor.W5nSz4OCFSJYhpED]{Martial master}) has no desire for trouble.

The World Turtle.

This nomadic island is actually a huge creature known as "the world turtle."It is thought to be an elemental being from the dawn of time that swims through the deepest oceans of many worlds. The turtle is also thought to be the mother of all @UUID[Actor.S1CktVsJ4hNMMO7b]{dragon turtles}, as parts of its shell are said to break off and become fully grown dragon turtles. The world turtle will only stay in the heroes' world for [[/r 1d4]] hours before resuming its eternal journey through all the oceans of the multiverse. When the turtle departs, it fades into a heavy fog, and the heroes are forced to swim back to their ship.

If the heroes remain here for more than one hour, they will notice a half-dozen smaller islands nearby where there were none before. Read the following:

Looking out to sea, you notice six small islands where there were none before. Each appears to be a smaller replica of the main island, hewn from the same brown rock. A tiny hut, built from various type of pink coral, stands at the center of one of the islands.

The secondary islands are actually @UUID[Actor.S1CktVsJ4hNMMO7b]{dragon turtles} come to pay respects to their mother before they head back into the depths of the ocean. All the dragon turtles ignore the heroes. One of them has a coral outcropping that looks like a dwelling, but it is entirely natural. Buried within it is a @UUID[Item.ivI5sUpfxUb26lJh]{trident of fish command}; the coral has grown up around it over several decades. If the party investigates the "hut,"they have ten rounds to get the treasure before the dragon turtle dives under water.

Escaping the Turtle.

If characters are on the back of the small turtle when it dives, they will be swept into a strong ocean current. They can swim out of the current with a successful [[/save ability=strength dc=15]] (&Reference[skill=Athletics]) check. If they fail, they are swept away with the turtles and lose consciousness (unless they can breathe water). The lost hero awakens after 1 hour, on the shore of the closest island. One of the dragon turtles has gently grabbed the hero in its mouth and taken him or her to safety.

Manticores

The screeches of six monstrous flying creatures above your ship interrupt an otherwise peaceful day. Great feline beasts circle overhead on scaly reptilian wings. Uncanny, human-like faces protrude from wild manes edged with barbed quills. When they see that you have noticed them, their howls morph into malicious insults, delivered in perfect common speech.

The six @UUID[Actor.W7M7hUATwQAsVke8]{manticores} will stay at least 200 feet away from the ship and taunt anyone they can see. They will then demand a living sacrifice to Sydon. Any large animal will do, but they don't explain that detail: don't correct players thinking that a human sacrifice is required if they leap to that conclusion. If no sacrifice is offered, the manticores will choose someone on the deck (most likely a popular NPC) and use their tail spikes to incapacitate them. One manticore will fly in to pick up the victim as the necessary sacrifice. The manticores will retreat as soon as one of their number has been killed, promising to exact brutal vengeance on the heroes. It is at your discretion whether they ever return to take their vengeance.

Pirate Ship

An imposing ship sails in your direction, flying a bloody red flag emblazoned with a ram's skull. As the ship draws closer, you can see a motley crew on its deck. The crew includes heavily-tattooed humans, elves, dwarves, and halflings brandishing steel weapons.

These are barbarians from @UUID[.0000000000000008#indigo-island]{Indigo Island}, and they are searching for plunder. They are commanded by a @UUID[Actor.hgHBlGOMPncDN7ts]{Barbarian paragon} with [[/r 3d12]] @UUID[Actor.Bem18BiSuNBS60Zh]{bandits} and [[/r 1d4]] @UUID[Actor.bwLvfvC1hzyUwujA]{druids} under his command. They will draw alongside and attack, showing little fear as they leap aboard the party's ship. However, if their captain is killed, they will attempt to withdraw to their own ship and flee.

Reef

A scraping noise can be heard coming from the port side of your ship, and the ship heels over and turns sharply to port. It seems that you've hit a coral reef and run aground. None of the sailors saw any indication that the reef was there. Fortunately, the coral has not pierced the ship's hull—but you appear to be stuck.

The only way to get the ship unstuck is to use magic or to push the ship until it is free of the reef. It takes a combined Strength of 40 to push the ship off of the reef. It takes 10 rounds to push the ship free. Each round, those pushing the ship must make [[/save ability=strength dc=15]] saving throws or slip on the sharp coral. Anyone who slips takes 1 point of damage, but more importantly, they start bleeding into the water.

Shark Attack.

One round after someone bleeds into the water, fins can be seen breaking the waves: sharks! There will be one @UUID[Actor.F9rTFCiR65uYVyKP]{Reef shark} per bleeding character. Fortunately, the sharks are too big to swim into the shallow waters of the reef. However, five rounds later, a tribe of six @UUID[Actor.QvYMKxWpQvTBuBII]{Merrow} attack. The merrow use their harpoons to drag any character they strike into deeper water where the @UUID[Actor.F9rTFCiR65uYVyKP]{reef sharks} can reach them. There is one reef shark for each character dragged from the reef. The merrow attacks continue until they have succeeded in killing one character, or for three rounds after the ship is freed.

Shallow Sea

Your ship sails into waters that are curiously transparent, and the white sand of the seabed is clearly visible. As you sail on, the sea grows shallower and you notice what appears to be a dense coral forest. However, a closer look reveals that the colorful forest below your keel is an undersea village of some kind. Merfolk wave up at your ship in welcome.

The merfolk are very curious about the party and their crew. Some of them swim to the surface to greet the party and invite them down into their village.

All of the merfolk have the amphibious trait and swim speed of 40 ft. A mermaid named Iolaah (CG merfolk @UUID[Actor.bwLvfvC1hzyUwujA]{Druid}) asks questions about the party's origins and purpose in this part of the ocean. If the heroes reveal their quest, Iolaah will become very interested and will want to take them to meet her father, Hywin.

Hywin (NG merfolk @UUID[Actor.i7hNyi2lno1tHY2r]{Archmage}) resides in a beautiful translucent coral sphere. He is an enemy of Sydon, and he is willing to help anyone who opposes the Titan. He knows the entire history of Sydon and Lutheria and is willing to tell the tale. Afterwards, he breaks off a piece of coral for each character that has come to see him.

These simultaneously act as @UUID[Item.9xOdcWfCq8wqdFLx]{potions of water breathing} and @UUID[Item.g9R3J1se7jUnNl2o]{heroism} on anyone who swallows them. He wishes the party well on their quest.

Iolaah wishes to accompany the characters, but Hywin will forbid it. He tells the characters that Iolaah is impetuous and young and not ready for such an adventure. An hour after the ship sails away from the merfolk, a single dolphin swims alongside the ship. It transforms into Iolaah. She climbs aboard the ship and asks to accompany the heroes on their quest.

If the party refuses, she will be disappointed and she returns home safely. Otherwise, she joins the party on their quest. Iolaah is extraordinarily reckless in battle and unlikely to survive for very long. If she dies during the quest, Hywin will hold the party responsible. He may seek vengeance upon the heroes later.

Iolaah's Statistics

Iolaah has the statistics of a druid, but she has the additional power to shapeshift:

  • Shapechanger.

    Iolaah can use her action to @UUID[Item.Vx5CqVLXOeZZQmdy]{polymorph} herself into a human or a dolphin. Her statistics are the same in each form, but she loses her swim speed in human form. She can use another action to return to her merfolk form.

Sea of Gore

Your ship sails into a patch of deep crimson water that stretches on as far as the eye can see. Gory chunks of sea creatures, as well as the occasional humanoid corpse, float in the waves. Worse than the sight of all the carnage is the pervasive stench of rotting flesh, and the coppery tang of blood.

The gore-filled bloody water is a patch of sea about a mile across. There are half-eaten whales, sharks, dolphins, and even merfolk. Anyone sailing towards the middle of the area will find that the water becomes increasingly shallow, and the sea bottom is only about 20 feet down. This central lump in the seabed is the nesting ground of a dreadful @UUID[Actor.ZunwFOwae2AlYxI4]{Hydra}. It eventually rises to the surface and attacks everyone who is on deck. This hydra is far bigger than most, with seven heads and maximum hit points. It can be distracted for 1 round by feeding it a sacrificial animal, but three full rounds are required to escape from the creature.

Sirens (Sea Hags)

A small, half-wrecked boat approaches your ship. Three voluptuous, barely-clothed young women stand in the boat, their features obscured by long, luminous hair. Upon noticing your party, they begin to sing an entrancing song—an invitation to join them.

These creatures are actually a coven of @UUID[Actor.BEvlaIjCVT4RhO5z]{sea hags}. They use magic to take the form of whatever creature is most alluring to your players—for example, they might be handsome men instead of voluptuous women.

The hags have a different spell selection from a normal coven:

  • 1st level (4 slots): @UUID[Item.2Xj2dSDH5ytnyJCc]{ray of sickness}, @UUID[Item.EjMjy9x1RnO9eG6t]{shield}
  • 2nd level (3 slots): @UUID[Item.V2nAkTi8znLLXIuC]{hold person}, @UUID[Item.kudR8NxFCx9QdIaZ]{locate object}
  • 3rd level (3 slots): @UUID[Item.HbdGuiN7El2Uy18m]{bestow curse}, @UUID[Item.PMQNGElhMQu9aViA]{counterspell}, @UUID[Item.TeRzT0AMTpPY2LkS]{lightning bolt}
  • 4th level (3 slots): @UUID[Item.PXB6DdjSphrSKVau]{phantasmal killer}, @UUID[Item.Vx5CqVLXOeZZQmdy]{polymorph}
  • 5th level (2 slots): @UUID[Item.uMDqU1gJlctS9wN7]{contact other plane}, @UUID[Item.xlvbW6zgdebYuOY7]{scrying}
  • 6th level (1 slots): @UUID[Item.2p5NTALINhn4LlLd]{mass suggestion}

The hags cast their @UUID[Item.2p5NTALINhn4LlLd]{mass suggestion} spell in the form of a song. It urges all sailors to swim over to them to enjoy their company. As those affected swim closer, they quickly realize that the creatures aren't quite as beautiful as they initially seemed. They have shapely bodies, but their faces have warts, their hair is greasy and thin, and their finger nails are caked in dirt.

The hags @UUID[Item.Vx5CqVLXOeZZQmdy]{polymorph} their victims into crabs and stuff them into bags. Then they swim over to the ship and climb aboard while resuming their true forms, so as to horrify anyone on deck with their horrific appearance. They then use their death glare and attempt to slaughter everyone aboard the ship.

Whale Pod

You feel a low rumble around the ship. Moments later, a group of large whales breach the surface of the water. The whales have with razor-sharp teeth, and one of the creatures has the corpse of a colossal squid in its jaws. Despite their ferocious appearance, the creatures show little interest in your ship.

The whales are no threat to the party. After breathing on the surface for a few moments, they dive back down into the depths and continue on their way. Any attempt to attack them simply drives them away immediately.

Whale Corpse

Your nose is suddenly assaulted by the smell of what might be thousands of rotting fish. Searching the area, you discover the floating remains of the largest whale you have ever seen. Sharks circle and gnaw at the carcass, looking like minnows in comparison to their enormous meal. The whale's gullet is torn open, and something metallic gleams from inside it.

There are six @UUID[Actor.uLH4v7rREVle4gc4]{hunter sharks} in the water, one of which is an extra-large @UUID[Actor.Fiz8tP9tbJwhtWFR]{Giant Shark} with maximum hit points, and it always does maximum damage with its bite attacks. It circles in the darkness below and has advantage on Hide checks. It attacks anyone who comes into the water.

The glimmering object inside the way appears to be a human corpse wearing a magical breastplate, the equivalent of @UUID[Item.e0wWwOEecwQGF1vC]{mariner's armor}. One of the sharks ripping into the whale shifts the "corpse"so that it is no longer visible. If someone swims over to the whale carcass to search for the corpse they will find that it isn't a corpse, but an old man named Aegis (LN @UUID[Actor.cW1mOTLOpYhPEfn0]{Veteran}). He claims to have been living inside the whale for years. If the party is willing to take him onboard, he will fight alongside them. Aegis tells all sorts of tall tales about Thylea, most of which are of his own invention.

Whirlpool

This is Charybdis, the legendary whirlpool. Somehow, the heroes have wandered off course and into the most dangerous part of the Forgotten Sea. Refer to the section on @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000009#charybdis,-the-ravening-mouth]{Charybdis} in the @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000009#chapter-6:-the-forgotten-sea]{Forgotten Sea} chapter for details.

Table of Random Sea Encounters; Forgotten Sea
Encounter ([[/r d100]])Forgotten Sea
Shipwrecked Sailors1–10
Dolphins11–20
Falling Star21–25
Gargantuan Waves26–30
Hurricane31–40
Island Turtle41–45
Kraken46–50
Reef51–55
Roc56–65
Shallow Sea66–70
Sea of Gore71–75
Sirens (Sea Hags)76–80
Storm and Kraken81–85
Whale Pod86–95
Whale Corpse96–100

Shipwrecked Sailors

The sea is relatively calm, but there is something floating on the ocean ahead. As you approach, you realize that it is the wreckage of a sailing ship from the world beyond Thylea. Only broken pieces of its hull, oars, and spars are bobbing in the water. But a closer look shows that there are survivors clinging to the wreckage: two men, a woman, and a dwarf. They are clearly exhausted and close to the point of death.

These few survivors are explorers from the outer world, hired by the ruler of a mighty nation to find Thylea, and unlucky enough to have their ship destroyed by Sydon. The nation in question can be any that fits your overall campaign structure and world. Although weak, they can describe the powers Sydon used to smash their ship, and all of them are deeply grateful to be rescued. The four are:

  • Dengran (human @UUID[Actor.2WcCdN8Z0emHlTsK]{Bandit captain}): reckless, handsome, and an annoying know-it-all.
  • Heliope (human @UUID[Actor.VLcv0KGejaHiR3Dk]{Mage}): thoughtful, introspective, and always asking questions about Thylea.
  • Rutger (dwarven @UUID[Actor.cW1mOTLOpYhPEfn0]{Veteran}): dour, keeps to himself, and careful to avoid conflicts which might get out of hand.
  • Quinn (human @UUID[Actor.9jfUjuUxX4knw0D4]{Noble}): complains about everything. He has assumed leadership of the four, even though the other three think he's a privileged idiot. He is the son of a noble who financed the failed exploration.

These castaways are looking to reach safe land as soon as possible. These characters can be useful to ramp up the threat level of another ocean encounter. For example, if the roc attacks, it might grab one of the castaways and devour them, or the harpies could use their song to lure one of them into shark infested waters.

Dolphins

Your day is marked by a sign of good fortune. A pod of dolphins swims alongside your ship, clicking happily and playing in the waves at the prow.

The dolphins playfully swim with the ship for an hour, keeping just ahead of it. If the players can use magic to speak to the dolphins, they can ask about nearby islands. The dolphins know the area, and can give a cursory description of each nearby island.

Falling Star

It is a clear night and the heavens are ablaze with stars and constellations, beautiful to look upon. The peace is broken when you catch sight of a falling star. Instead of streaking quickly across the sky, it grows larger and larger until the flaming ball seems like it might hit the ship. As it passes overhead, you can feel its heat. Some distance away, it crashes into the sea.

After the star hits with water, its bright glow remains visible beneath the waves. The heroes can sail toward where the falling star fell:

Although now cooled by the seawater, the fallen star continues to give off an eerie light, making its resting place easy to spot beneath the waves.

The heroes can go underwater to explore the star, but they will need some sort of @UUID[Item.1Q2EXjKWYlUbEbjf]{water breathing} ability or spell in order to swim down to the seabed. The fallen star is a meteorite made of a silvery ore. It can be recovered from the ocean with a successful [[/save ability=strength dc=15]] (&Reference[skill=Athletics]) check. This @item[orb of star metal|ArcanumWorldsOdysseyoftheDragonlords] can be used in the construction of magic items at the Mithral Forge.

Gargantuan Waves

The horizon changes, and seems to rise up. A huge wave is approaching your ship. Your crew scrambles to prepare, but it soon becomes apparent that this wave is caused by something massive that moves beneath the water. The wave towers above your ship, blotting out the sun. Your ship begins to ride up the swell...

@UUID[Actor.fbtYPqiLw63Nr3Ru]{Kentimane} walks through the oceans of Thylea, and this wave passes before him. He is hunting for trespassing ships from the outer world. Luckily, the party's ship is a Thylean vessel and therefore not his target.

The only way to avoid the wave is through magic. Spells such as @UUID[Item.V015OPpBQs1Rw3Uh]{gust of wind}, @UUID[Item.ZL7WqgFEeKjbhJXE]{wind wall}, or a @UUID[Item.IHOcLnH8zSoj5KQD]{conjured air elemental} will allow the Ultros to speed away from the wave. Without magic, they will have to ride it out. As they reach a point half-way up the wave, the distorted shadow of Kentimane appears inside the water:

As your ship climbs the monumental wave, the shadow of a gargantuan creature can be seen darkening the water. It appears to be a titanic humanoid with dozens of writhing arms and heads. Whatever this giant may be, it seems unaware of your vessel. Eventually, your ship rides back down the wave, and the ocean calms.

Kentimane will ignore the Ultros and the heroes should be able to continue on their way unharmed. If they are suicidal enough to attack Kentimane, his statistics can be found in the @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000019]{Dramatis Personae} appendix.

Hurricane

Winds pull at your clothes and tug at the ship's sail and ropes as the skies begin to darken. On the horizon, a massive storm roils towards your ship with alarming speed. As it draws closer, the ocean grows violent. Soon, your vessel is pitched about by powerful gales and crashing waves.

The heroes can sail into the hurricane or try to outrun it, but magic is required to outrun this storm. Spells such as @UUID[Item.V015OPpBQs1Rw3Uh]{gust of wind}, @UUID[Item.ZL7WqgFEeKjbhJXE]{wind wall}, or a @UUID[Item.IHOcLnH8zSoj5KQD]{conjured air elemental} will allow the Ultros to skirt the worst of the hurricane. If the party decides to ride out the storm, one of the heroes must stay above decks to steer the ship.

Navigating the Storm.

The ship is in the hurricane for [[/r 1d4+1]] hours. Each hour in the storm, the hero piloting the ship must make a DC 15 Wisdom (Survival) check. On a failure, they must make a successful DC 15 Strength (&Reference[skill=Athletics]) check or be swept overboard. If someone is assisting the pilot, then both characters must make this check.

Surviving the Hurricane.

Being swept overboard is almost certain death by drowning. However, you have the option of having the drowning hero be rescued by mermaids. They will appear after the storm has passed, carrying the unconscious hero. They will expect some recompense in the form of jewelry or gems. If the heroes refuse to pay, then the mermaids drag the ship, cutting its speed in half for a full day, as a form of petty revenge.

The Eye of the Storm.

If the heroes steer the ship into the storm, they will reach the eye of the storm after an hour. At the center of the hurricane is Goloron (CE @creature[Young Empyrean|ArcanumWorldsOdysseyoftheDragonlords]) one of Sydon's children. He is talking and cackling to himself, and he is largely unaware of the storm that he has created. He has been sent by his father to survey the oceans. He ignores the heroes, unless they disturb him. If disturbed, Goloron will furiously question the heroes and demand that they kneel before him. However, he will not attack unless provoked.

Island Turtle

You spot an island on the horizon, but it's nowhere to be found on any of your maps. Vibrant greenery grows atop the brown, scale-like rocks of the landmass. A solitary building hangs over a cliff by the shoreline, and several small ships are anchored at a nearby dock. A massive stone outcropping juts up from the end of the island nearest your ship.

The small building is a trading post run by a guild of aquatic creatures. The trading post is managed by Shazum (CN @UUID[Actor.avxtWpMUvgWVLCq2]{Marid}) and a tribe of twelve sea elves (@UUID[Actor.REO57TJXGifpgzfI]{Merfolk}). The sea elves look unlike anything else in Thylea, and they claim to be from other worlds than this one. Each of the sea elves may hail from a different fantasy world of your choice.

Trading Post.

The sea elves' trading stock is quite impressive, and they sell all common equipment from the 5th Edition Player's Book. All of the weapons and armor have an exotic look, and the sea elves claim that they were imported from many different worlds. The marid has a stock of magical potions for sale:

Trading Post Inventory
PotionCostNumber In Stock
@UUID[Item.Hc3kRzYY1jPPfW4W]{potion of animal friendship}100 gp8
@UUID[Item.nTmRDv09180l76M6]{potion of clairvoyance}1,000 gp4
@UUID[Item.7uLv6bG6KMA6jlcE]{potion of gaseous form}1,000 gp5
@UUID[Item.CiZBbo5EAjO7IxPK]{potion of healing}25 gp20
@UUID[Item.YNoE4k284eTnfeq2]{potion of greater healing}100 gp8
@UUID[Item.fdOujk0eux0kmn1t]{potion of longevity}5,000 gp4
@UUID[Item.nctzOiHX1KDSdAHN]{potion of vitality}2,500 gp3
@UUID[Item.9xOdcWfCq8wqdFLx]{potion of water breathing}100 gp25

Currently, a couple of small ships from Aresia are docked here. Twelve Aresians (LN @UUID[Actor.LNtx0Vce4zjNYB9G]{warrior monks} are browsing the wares. Their captain (LN @UUID[Actor.W5nSz4OCFSJYhpED]{Martial master}) has no desire for trouble.

The World Turtle.

This nomadic island is actually a huge creature known as "the world turtle."It is thought to be an elemental being from the dawn of time that swims through the deepest oceans of many worlds. The turtle is also thought to be the mother of all @UUID[Actor.S1CktVsJ4hNMMO7b]{dragon turtles}, as parts of its shell are said to break off and become fully grown dragon turtles. The world turtle will only stay in the heroes' world for [[/r 1d4]] hours before resuming its eternal journey through all the oceans of the multiverse. When the turtle departs, it fades into a heavy fog, and the heroes are forced to swim back to their ship.

If the heroes remain here for more than one hour, they will notice a half-dozen smaller islands nearby where there were none before. Read the following:

Looking out to sea, you notice six small islands where there were none before. Each appears to be a smaller replica of the main island, hewn from the same brown rock. A tiny hut, built from various type of pink coral, stands at the center of one of the islands.

The secondary islands are actually @UUID[Actor.S1CktVsJ4hNMMO7b]{dragon turtles} come to pay respects to their mother before they head back into the depths of the ocean. All the dragon turtles ignore the heroes. One of them has a coral outcropping that looks like a dwelling, but it is entirely natural. Buried within it is a @UUID[Item.ivI5sUpfxUb26lJh]{trident of fish command}; the coral has grown up around it over several decades. If the party investigates the "hut,"they have ten rounds to get the treasure before the dragon turtle dives under water.

Escaping the Turtle.

If characters are on the back of the small turtle when it dives, they will be swept into a strong ocean current. They can swim out of the current with a successful [[/save ability=strength dc=15]] (&Reference[skill=Athletics]) check. If they fail, they are swept away with the turtles and lose consciousness (unless they can breathe water). The lost hero awakens after 1 hour, on the shore of the closest island. One of the dragon turtles has gently grabbed the hero in its mouth and taken him or her to safety.

Kraken

The clear blue skies darken with black storm clouds, and a strong wind buffets your ship. The waters before you begin to churn, and waves crash against the ship's prow from what appears to be a nascent maelstrom. A set of whip-like tentacles, each the size of a small boat, emerge from the choppy waters followed by a huge reptilian head. The creature's yellow eyes look upon you with a fiendish intelligence and malign curiosity.

The heroes have sailed into the domain of a @UUID[Actor.fqRdQAcUkcnMMqcg]{Kraken}. It will not strike first, but its tentacles will crawl over the ship, investigating every inch by touch. The beast is Sydon's enemy and, once it learns that the heroes are also Sydon's enemies, it will end its apparent hostility.

If attacked, the Kraken uses control weather to summon a storm. It then rises out of the water and uses its lightning storm action. It uses its tentacle and fling actions to attack, but it will not swallow any of the heroes or crew. While attacking, it communicates telepathically, demanding to know why the heroes have trespassed in its realm. It will quickly become clear to the Kraken that the heroes are enemies of Sydon. Once it has learned this, it will will sink back into the depths. If the heroes never mention Sydon, it will stop attacking after three rounds. The heroes can also offer a sacrifice worth 1,000 gp to appease the Kraken.

Reef

A scraping noise can be heard coming from the port side of your ship, and the ship heels over and turns sharply to port. It seems that you've hit a coral reef and run aground. None of the sailors saw any indication that the reef was there. Fortunately, the coral has not pierced the ship's hull—but you appear to be stuck.

The only way to get the ship unstuck is to use magic or to push the ship until it is free of the reef. It takes a combined Strength of 40 to push the ship off of the reef. It takes 10 rounds to push the ship free. Each round, those pushing the ship must make [[/save ability=strength dc=15]] saving throws or slip on the sharp coral. Anyone who slips takes 1 point of damage, but more importantly, they start bleeding into the water.

Shark Attack.

One round after someone bleeds into the water, fins can be seen breaking the waves: sharks! There will be one @UUID[Actor.F9rTFCiR65uYVyKP]{Reef shark} per bleeding character. Fortunately, the sharks are too big to swim into the shallow waters of the reef. However, five rounds later, a tribe of six @UUID[Actor.QvYMKxWpQvTBuBII]{Merrow} attack. The merrow use their harpoons to drag any character they strike into deeper water where the @UUID[Actor.F9rTFCiR65uYVyKP]{reef sharks} can reach them. There is one reef shark for each character dragged from the reef. The merrow attacks continue until they have succeeded in killing one character, or for three rounds after the ship is freed.

Roc

A distant speck appears in the sky above the horizon. You recognize the silhouette of a flying bird, but this one appears to be enormous in size. As it draws closer, your entire ship is cast into shadow. The gargantuan creature begins circling the ship as it slowly descends. The powerful downdraft from its massive wings makes it challenging to stand upright on the deck.

The @UUID[Actor.Nbm90ZIIME9EFdhm]{Roc} is from @UUID[.0000000000000009#aerie-of-the-roc]{Aerie of the Roc} in the Forgotten Sea. It is hunting for food for its young. It swoops down and tries to snatch up a character from the deck. It will make three attempts before giving up. Leaving any large sacrificial animal on deck as a target will attract its attention, and it will gladly take such a sacrifice. If it does manage to grapple one of the crew, it will carry the victim back to its nest to feed its chicks. The victim has three attempts to escape the grapple, requiring a successful [[/save ability=strength dc=15]] saving throw. The victim takes [[/damage 2d6]] damage from falling into the sea.

The Roc's Nest.

Any character who is taken back to the nest will be dumped in front of the roc's three chicks. The roc will fly off, leaving the victim for its chicks to tear apart and devour. The chicks have the statistics of @UUID[Actor.teTUyjWrqJ9escT8]{giant vultures} with no fly speed.

Shallow Sea

Your ship sails into waters that are curiously transparent, and the white sand of the seabed is clearly visible. As you sail on, the sea grows shallower and you notice what appears to be a dense coral forest. However, a closer look reveals that the colorful forest below your keel is an undersea village of some kind. Merfolk wave up at your ship in welcome.

The merfolk are very curious about the party and their crew. Some of them swim to the surface to greet the party and invite them down into their village.

All of the merfolk have the amphibious trait and swim speed of 40 ft. A mermaid named Iolaah (CG merfolk @UUID[Actor.bwLvfvC1hzyUwujA]{Druid}) asks questions about the party's origins and purpose in this part of the ocean. If the heroes reveal their quest, Iolaah will become very interested and will want to take them to meet her father, Hywin.

Hywin (NG merfolk @UUID[Actor.i7hNyi2lno1tHY2r]{Archmage}) resides in a beautiful translucent coral sphere. He is an enemy of Sydon, and he is willing to help anyone who opposes the Titan. He knows the entire history of Sydon and Lutheria and is willing to tell the tale. Afterwards, he breaks off a piece of coral for each character that has come to see him.

These simultaneously act as @UUID[Item.9xOdcWfCq8wqdFLx]{potions of water breathing} and @UUID[Item.g9R3J1se7jUnNl2o]{heroism} on anyone who swallows them. He wishes the party well on their quest.

Iolaah wishes to accompany the characters, but Hywin will forbid it. He tells the characters that Iolaah is impetuous and young and not ready for such an adventure. An hour after the ship sails away from the merfolk, a single dolphin swims alongside the ship. It transforms into Iolaah. She climbs aboard the ship and asks to accompany the heroes on their quest.

If the party refuses, she will be disappointed and she returns home safely. Otherwise, she joins the party on their quest. Iolaah is extraordinarily reckless in battle and unlikely to survive for very long. If she dies during the quest, Hywin will hold the party responsible. He may seek vengeance upon the heroes later.

Iolaah's Statistics

Iolaah has the statistics of a druid, but she has the additional power to shapeshift:

  • Shapechanger.

    Iolaah can use her action to @UUID[Item.Vx5CqVLXOeZZQmdy]{polymorph} herself into a human or a dolphin. Her statistics are the same in each form, but she loses her swim speed in human form. She can use another action to return to her merfolk form.

Sea of Gore

Your ship sails into a patch of deep crimson water that stretches on as far as the eye can see. Gory chunks of sea creatures, as well as the occasional humanoid corpse, float in the waves. Worse than the sight of all the carnage is the pervasive stench of rotting flesh, and the coppery tang of blood.

The gore-filled bloody water is a patch of sea about a mile across. There are half-eaten whales, sharks, dolphins, and even merfolk. Anyone sailing towards the middle of the area will find that the water becomes increasingly shallow, and the sea bottom is only about 20 feet down. This central lump in the seabed is the nesting ground of a dreadful @UUID[Actor.ZunwFOwae2AlYxI4]{Hydra}. It eventually rises to the surface and attacks everyone who is on deck. This hydra is far bigger than most, with seven heads and maximum hit points. It can be distracted for 1 round by feeding it a sacrificial animal, but three full rounds are required to escape from the creature.

Sirens (Sea Hags)

A small, half-wrecked boat approaches your ship. Three voluptuous, barely-clothed young women stand in the boat, their features obscured by long, luminous hair. Upon noticing your party, they begin to sing an entrancing song—an invitation to join them.

These creatures are actually a coven of @UUID[Actor.BEvlaIjCVT4RhO5z]{sea hags}. They use magic to take the form of whatever creature is most alluring to your players—for example, they might be handsome men instead of voluptuous women.

The hags have a different spell selection from a normal coven:

  • 1st level (4 slots): @UUID[Item.2Xj2dSDH5ytnyJCc]{ray of sickness}, @UUID[Item.EjMjy9x1RnO9eG6t]{shield}
  • 2nd level (3 slots): @UUID[Item.V2nAkTi8znLLXIuC]{hold person}, @UUID[Item.kudR8NxFCx9QdIaZ]{locate object}
  • 3rd level (3 slots): @UUID[Item.HbdGuiN7El2Uy18m]{bestow curse}, @UUID[Item.PMQNGElhMQu9aViA]{counterspell}, @UUID[Item.TeRzT0AMTpPY2LkS]{lightning bolt}
  • 4th level (3 slots): @UUID[Item.PXB6DdjSphrSKVau]{phantasmal killer}, @UUID[Item.Vx5CqVLXOeZZQmdy]{polymorph}
  • 5th level (2 slots): @UUID[Item.uMDqU1gJlctS9wN7]{contact other plane}, @UUID[Item.xlvbW6zgdebYuOY7]{scrying}
  • 6th level (1 slots): @UUID[Item.2p5NTALINhn4LlLd]{mass suggestion}

The hags cast their @UUID[Item.2p5NTALINhn4LlLd]{mass suggestion} spell in the form of a song. It urges all sailors to swim over to them to enjoy their company. As those affected swim closer, they quickly realize that the creatures aren't quite as beautiful as they initially seemed. They have shapely bodies, but their faces have warts, their hair is greasy and thin, and their finger nails are caked in dirt.

The hags @UUID[Item.Vx5CqVLXOeZZQmdy]{polymorph} their victims into crabs and stuff them into bags. Then they swim over to the ship and climb aboard while resuming their true forms, so as to horrify anyone on deck with their horrific appearance. They then use their death glare and attempt to slaughter everyone aboard the ship.

Storm and Kraken

A violent storm brews on the horizon, and lightning flashes in the sky. However, rather than striking down from the heavens, the lightning crackles along the surface of the sea. As rain lashes down and the waves beat against your hull, the source of this the storm comes into view. A gargantuan, scaled monstrosity has wrapped itself around an equally enormous giant that stands knee-deep in the waves. The two creatures appear to be locked in mortal combat!

The heroes are witnessing a battle between Hergeron (LE @creature[Young Empyrean|ArcanumWorldsOdysseyoftheDragonlords] and the @UUID[Actor.fqRdQAcUkcnMMqcg]{Kraken}. Hergeron has been sent by his father, Sydon, to search out the Kraken and report back, but the creature ambushed him.

Neither combatant will pay any attention to the party unless they mount some kind of attack or otherwise interfere. Hergeron will disengage and escape after three rounds of combat, and the Kraken will sink beneath the waves. If the heroes attempt to interfere, the Kraken will rise from the deep after a moment or two and attack for 1 round before sinking out of sight again. This attack is intended as a warning and a demonstration of its power.

Whale Pod

You feel a low rumble around the ship. Moments later, a group of large whales breach the surface of the water. The whales have with razor-sharp teeth, and one of the creatures has the corpse of a colossal squid in its jaws. Despite their ferocious appearance, the creatures show little interest in your ship.

The whales are no threat to the party. After breathing on the surface for a few moments, they dive back down into the depths and continue on their way. Any attempt to attack them simply drives them away immediately.

Whale Corpse

Your nose is suddenly assaulted by the smell of what might be thousands of rotting fish. Searching the area, you discover the floating remains of the largest whale you have ever seen. Sharks circle and gnaw at the carcass, looking like minnows in comparison to their enormous meal. The whale's gullet is torn open, and something metallic gleams from inside it.

There are six @UUID[Actor.uLH4v7rREVle4gc4]{hunter sharks} in the water, one of which is an extra-large @UUID[Actor.OXZBhQOqaewv3Csa]{Giant Shark} with maximum hit points, and it always does maximum damage with its bite attacks. It circles in the darkness below and has advantage on Hide checks. It attacks anyone who comes into the water.

The glimmering object inside the way appears to be a human corpse wearing a magical breastplate, the equivalent of @UUID[Item.e0wWwOEecwQGF1vC]{mariner's armor}. One of the sharks ripping into the whale shifts the "corpse"so that it is no longer visible. If someone swims over to the whale carcass to search for the corpse they will find that it isn't a corpse, but an old man named Aegis (LN @UUID[Actor.cW1mOTLOpYhPEfn0]{Veteran}). He claims to have been living inside the whale for years. If the party is willing to take him onboard, he will fight alongside them. Aegis tells all sorts of tall tales about Thylea, most of which are of his own invention.

Random Sea Encounters

Roll a [[/r d20]] for each day spent at sea. On a result of 11 or higher, the party encounters something. Roll d100 and consult the table below. Alternatively, you may choose something that seems to fit the party's situation.

Many of the encounters here can be avoided by offering up a sacrifice to the gods or to the encountered creature itself. The size of the sacrifice is dependent on the power of the creature facing the heroes.

Table of Random Sea Encounters
Encounter ([[/r d100]])Cerulean GulfForgotten Sea
Shipwrecked Sailors1–51–10
Dolphins5–1511–20
Falling Star16–2021–25
Gargantuan Waves—26–30
Harpies21–30—
Hurricane31–4031–40
Island Turtle41–4541–45
Kraken—46–50
Manticores46–55—
Pirate Ship56–60—
Reef61–6551–55
Roc—56–65
Shallow Sea66–7066–70
Sea of Gore71–7571–75
Sirens (Sea Hags)76–8076–80
Storm and Kraken—81–85
Whale Pod81–8686–95
Whale Corpse87–9096–100
Whirlpool91–100—

Shipwrecked Sailors.

The sea is relatively calm, but there is something floating on the ocean ahead. As you approach, you realize that it is the wreckage of a sailing ship from the world beyond Thylea. Only broken pieces of its hull, oars, and spars are bobbing in the water. But a closer look shows that there are survivors clinging to the wreckage: two men, a woman, and a dwarf. They are clearly exhausted and close to the point of death.

These few survivors are explorers from the outer world, hired by the ruler of a mighty nation to find Thylea, and unlucky enough to have their ship destroyed by Sydon. The nation in question can be any that fits your overall campaign structure and world. Although weak, they can describe the powers Sydon used to smash their ship, and all of them are deeply grateful to be rescued. The four are:

  • Dengran (human @UUID[Actor.2WcCdN8Z0emHlTsK]{Bandit captain}): reckless, handsome, and an annoying know-it-all.
  • Heliope (human @UUID[Actor.VLcv0KGejaHiR3Dk]{Mage}): thoughtful, introspective, and always asking questions about Thylea.
  • Rutger (dwarven @UUID[Actor.cW1mOTLOpYhPEfn0]{Veteran}): dour, keeps to himself, and careful to avoid conflicts which might get out of hand.
  • Quinn (human @UUID[Actor.9jfUjuUxX4knw0D4]{Noble}): complains about everything. He has assumed leadership of the four, even though the other three think he's a privileged idiot. He is the son of a noble who financed the failed exploration.

These castaways are looking to reach safe land as soon as possible. These characters can be useful to ramp up the threat level of another ocean encounter. For example, if the roc attacks, it might grab one of the castaways and devour them, or the harpies could use their song to lure one of them into shark infested waters.

Dolphins.

Your day is marked by a sign of good fortune. A pod of dolphins swims alongside your ship, clicking happily and playing in the waves at the prow.

The dolphins playfully swim with the ship for an hour, keeping just ahead of it. If the players can use magic to speak to the dolphins, they can ask about nearby islands. The dolphins know the area, and can give a cursory description of each nearby island.

Falling Star.

It is a clear night and the heavens are ablaze with stars and constellations, beautiful to look upon. The peace is broken when you catch sight of a falling star. Instead of streaking quickly across the sky, it grows larger and larger until the flaming ball seems like it might hit the ship. As it passes overhead, you can feel its heat. Some distance away, it crashes into the sea.

After the star hits with water, its bright glow remains visible beneath the waves. The heroes can sail toward where the falling star fell:

Although now cooled by the seawater, the fallen star continues to give off an eerie light, making its resting place easy to spot beneath the waves.

The heroes can go underwater to explore the star, but they will need some sort of @UUID[Item.1Q2EXjKWYlUbEbjf]{water breathing} ability or spell in order to swim down to the seabed. The fallen star is a meteorite made of a silvery ore. It can be recovered from the ocean with a successful [[/save ability=strength dc=15]] (&Reference[skill=Athletics]) check. This @item[orb of star metal|ArcanumWorldsOdysseyoftheDragonlords] can be used in the construction of magic items at the Mithral Forge.

Gargantuan Waves.

The horizon changes, and seems to rise up. A huge wave is approaching your ship. Your crew scrambles to prepare, but it soon becomes apparent that this wave is caused by something massive that moves beneath the water. The wave towers above your ship, blotting out the sun. Your ship begins to ride up the swell...

@UUID[Actor.fbtYPqiLw63Nr3Ru]{Kentimane} walks through the oceans of Thylea, and this wave passes before him. He is hunting for trespassing ships from the outer world. Luckily, the party's ship is a Thylean vessel and therefore not his target.

The only way to avoid the wave is through magic. Spells such as @UUID[Item.V015OPpBQs1Rw3Uh]{gust of wind}, @UUID[Item.ZL7WqgFEeKjbhJXE]{wind wall}, or a @UUID[Item.IHOcLnH8zSoj5KQD]{conjured air elemental} will allow the Ultros to speed away from the wave. Without magic, they will have to ride it out. As they reach a point half-way up the wave, the distorted shadow of Kentimane appears inside the water:

As your ship climbs the monumental wave, the shadow of a gargantuan creature can be seen darkening the water. It appears to be a titanic humanoid with dozens of writhing arms and heads. Whatever this giant may be, it seems unaware of your vessel. Eventually, your ship rides back down the wave, and the ocean calms.

Kentimane will ignore the Ultros and the heroes should be able to continue on their way unharmed. If they are suicidal enough to attack Kentimane, his statistics can be found in the @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000019]{Dramatis Personae} appendix.

Harpies.

The peaceful stillness of the sea around you is interrupted by panicked bleating from the skies above. A sheep is being tossed around by a flock of "birds"with the heads and torsos of women. Two of the creatures tear apart the still-living sheep in a dispute over its meat. As blood and gore rain down upon the deck, the foul creatures begin to sing with a bewitching voices.

A flock of [[/r 2d6]] @creature[Harpy|ArcanumWorldsOdysseyoftheDragonlords|harpies] descends upon the heroes' ship. They drop what's left of the unfortunate sheep into the sea, chumming the water to attract sharks. They then circle the ship and use their luring song to convince victims to leap into the ocean to reach them. Three rounds after they arrive, fins can be seen cutting through the water as [[/r 2d4]] @UUID[Actor.uLH4v7rREVle4gc4]{hunter sharks} arrive.

The sharks attack anyone who swims in the water, using stealth to strike from below. The harpies intend to scavenge chunks of meat from the heroes after the sharks tear them to shreds. The harpies will fly away if half their number are killed or wounded. Any harpy reduced to half its hit points will fall into the sea and become a target for the sharks.

Hurricane.

Winds pull at your clothes and tug at the ship's sail and ropes as the skies begin to darken. On the horizon, a massive storm roils towards your ship with alarming speed. As it draws closer, the ocean grows violent. Soon, your vessel is pitched about by powerful gales and crashing waves.

The heroes can sail into the hurricane or try to outrun it, but magic is required to outrun this storm. Spells such as @UUID[Item.V015OPpBQs1Rw3Uh]{gust of wind}, @UUID[Item.ZL7WqgFEeKjbhJXE]{wind wall}, or a @UUID[Item.IHOcLnH8zSoj5KQD]{conjured air elemental} will allow the Ultros to skirt the worst of the hurricane. If the party decides to ride out the storm, one of the heroes must stay above decks to steer the ship.

Navigating the Storm.

The ship is in the hurricane for [[/r 1d4+1]] hours. Each hour in the storm, the hero piloting the ship must make a DC 15 Wisdom (Survival) check. On a failure, they must make a successful DC 15 Strength (&Reference[skill=Athletics]) check or be swept overboard. If someone is assisting the pilot, then both characters must make this check.

Surviving the Hurricane.

Being swept overboard is almost certain death by drowning. However, you have the option of having the drowning hero be rescued by mermaids. They will appear after the storm has passed, carrying the unconscious hero. They will expect some recompense in the form of jewelry or gems. If the heroes refuse to pay, then the mermaids drag the ship, cutting its speed in half for a full day, as a form of petty revenge.

The Eye of the Storm.

If the heroes steer the ship into the storm, they will reach the eye of the storm after an hour. At the center of the hurricane is Goloron (CE @creature[Young Empyrean|ArcanumWorldsOdysseyoftheDragonlords]) one of Sydon's children. He is talking and cackling to himself, and he is largely unaware of the storm that he has created. He has been sent by his father to survey the oceans. He ignores the heroes, unless they disturb him. If disturbed, Goloron will furiously question the heroes and demand that they kneel before him. However, he will not attack unless provoked.

Island Turtle.

You spot an island on the horizon, but it's nowhere to be found on any of your maps. Vibrant greenery grows atop the brown, scale-like rocks of the landmass. A solitary building hangs over a cliff by the shoreline, and several small ships are anchored at a nearby dock. A massive stone outcropping juts up from the end of the island nearest your ship.

The small building is a trading post run by a guild of aquatic creatures. The trading post is managed by Shazum (CN @UUID[Actor.avxtWpMUvgWVLCq2]{Marid}) and a tribe of twelve sea elves (@UUID[Actor.REO57TJXGifpgzfI]{Merfolk}). The sea elves look unlike anything else in Thylea, and they claim to be from other worlds than this one. Each of the sea elves may hail from a different fantasy world of your choice.

Trading Post.

The sea elves' trading stock is quite impressive, and they sell all common equipment from the 5th Edition Player's Book. All of the weapons and armor have an exotic look, and the sea elves claim that they were imported from many different worlds. The marid has a stock of magical potions for sale:

Trading Post Inventory
PotionCostNumber In Stock
@UUID[Item.Hc3kRzYY1jPPfW4W]{potion of animal friendship}100 gp8
@UUID[Item.nTmRDv09180l76M6]{potion of clairvoyance}1,000 gp4
@UUID[Item.7uLv6bG6KMA6jlcE]{potion of gaseous form}1,000 gp5
@UUID[Item.CiZBbo5EAjO7IxPK]{potion of healing}25 gp20
@UUID[Item.YNoE4k284eTnfeq2]{potion of greater healing}100 gp8
@UUID[Item.fdOujk0eux0kmn1t]{potion of longevity}5,000 gp4
@UUID[Item.nctzOiHX1KDSdAHN]{potion of vitality}2,500 gp3
@UUID[Item.9xOdcWfCq8wqdFLx]{potion of water breathing}100 gp25

Currently, a couple of small ships from Aresia are docked here. Twelve Aresians (LN @UUID[Actor.LNtx0Vce4zjNYB9G]{warrior monks} are browsing the wares. Their captain (LN @UUID[Actor.W5nSz4OCFSJYhpED]{Martial master}) has no desire for trouble.

The World Turtle.

This nomadic island is actually a huge creature known as "the world turtle."It is thought to be an elemental being from the dawn of time that swims through the deepest oceans of many worlds. The turtle is also thought to be the mother of all @UUID[Actor.S1CktVsJ4hNMMO7b]{dragon turtles}, as parts of its shell are said to break off and become fully grown dragon turtles. The world turtle will only stay in the heroes' world for [[/r 1d4]] hours before resuming its eternal journey through all the oceans of the multiverse. When the turtle departs, it fades into a heavy fog, and the heroes are forced to swim back to their ship.

If the heroes remain here for more than one hour, they will notice a half-dozen smaller islands nearby where there were none before. Read the following:

Looking out to sea, you notice six small islands where there were none before. Each appears to be a smaller replica of the main island, hewn from the same brown rock. A tiny hut, built from various type of pink coral, stands at the center of one of the islands.

The secondary islands are actually @UUID[Actor.S1CktVsJ4hNMMO7b]{dragon turtles} come to pay respects to their mother before they head back into the depths of the ocean. All the dragon turtles ignore the heroes. One of them has a coral outcropping that looks like a dwelling, but it is entirely natural. Buried within it is a @UUID[Item.ivI5sUpfxUb26lJh]{trident of fish command}; the coral has grown up around it over several decades. If the party investigates the "hut,"they have ten rounds to get the treasure before the dragon turtle dives under water.

Escaping the Turtle.

If characters are on the back of the small turtle when it dives, they will be swept into a strong ocean current. They can swim out of the current with a successful [[/save ability=strength dc=15]] (&Reference[skill=Athletics]) check. If they fail, they are swept away with the turtles and lose consciousness (unless they can breathe water). The lost hero awakens after 1 hour, on the shore of the closest island. One of the dragon turtles has gently grabbed the hero in its mouth and taken him or her to safety.

Kraken.

The clear blue skies darken with black storm clouds, and a strong wind buffets your ship. The waters before you begin to churn, and waves crash against the ship's prow from what appears to be a nascent maelstrom. A set of whip-like tentacles, each the size of a small boat, emerge from the choppy waters followed by a huge reptilian head. The creature's yellow eyes look upon you with a fiendish intelligence and malign curiosity.

The heroes have sailed into the domain of a @UUID[Actor.fqRdQAcUkcnMMqcg]{Kraken}. It will not strike first, but its tentacles will crawl over the ship, investigating every inch by touch. The beast is Sydon's enemy and, once it learns that the heroes are also Sydon's enemies, it will end its apparent hostility.

If attacked, the Kraken uses control weather to summon a storm. It then rises out of the water and uses its lightning storm action. It uses its tentacle and fling actions to attack, but it will not swallow any of the heroes or crew. While attacking, it communicates telepathically, demanding to know why the heroes have trespassed in its realm. It will quickly become clear to the Kraken that the heroes are enemies of Sydon. Once it has learned this, it will will sink back into the depths. If the heroes never mention Sydon, it will stop attacking after three rounds. The heroes can also offer a sacrifice worth 1,000 gp to appease the Kraken.

Manticores.

The screeches of six monstrous flying creatures above your ship interrupt an otherwise peaceful day. Great feline beasts circle overhead on scaly reptilian wings. Uncanny, human-like faces protrude from wild manes edged with barbed quills. When they see that you have noticed them, their howls morph into malicious insults, delivered in perfect common speech.

The six @UUID[Actor.W7M7hUATwQAsVke8]{manticores} will stay at least 200 feet away from the ship and taunt anyone they can see. They will then demand a living sacrifice to Sydon. Any large animal will do, but they don't explain that detail: don't correct players thinking that a human sacrifice is required if they leap to that conclusion. If no sacrifice is offered, the manticores will choose someone on the deck (most likely a popular NPC) and use their tail spikes to incapacitate them. One manticore will fly in to pick up the victim as the necessary sacrifice. The manticores will retreat as soon as one of their number has been killed, promising to exact brutal vengeance on the heroes. It is at your discretion whether they ever return to take their vengeance.

Pirate Ship.

An imposing ship sails in your direction, flying a bloody red flag emblazoned with a ram's skull. As the ship draws closer, you can see a motley crew on its deck. The crew includes heavily-tattooed humans, elves, dwarves, and halflings brandishing steel weapons.

These are barbarians from @UUID[.0000000000000008#indigo-island]{Indigo Island}, and they are searching for plunder. They are commanded by a @UUID[Actor.hgHBlGOMPncDN7ts]{Barbarian paragon} with [[/r 3d12]] @UUID[Actor.Bem18BiSuNBS60Zh]{bandits} and [[/r 1d4]] @UUID[Actor.bwLvfvC1hzyUwujA]{druids} under his command. They will draw alongside and attack, showing little fear as they leap aboard the party's ship. However, if their captain is killed, they will attempt to withdraw to their own ship and flee.

Reef.

A scraping noise can be heard coming from the port side of your ship, and the ship heels over and turns sharply to port. It seems that you've hit a coral reef and run aground. None of the sailors saw any indication that the reef was there. Fortunately, the coral has not pierced the ship's hull—but you appear to be stuck.

The only way to get the ship unstuck is to use magic or to push the ship until it is free of the reef. It takes a combined Strength of 40 to push the ship off of the reef. It takes 10 rounds to push the ship free. Each round, those pushing the ship must make [[/save ability=strength dc=15]] saving throws or slip on the sharp coral. Anyone who slips takes 1 point of damage, but more importantly, they start bleeding into the water.

Shark Attack.

One round after someone bleeds into the water, fins can be seen breaking the waves: sharks! There will be one @UUID[Actor.F9rTFCiR65uYVyKP]{Reef shark} per bleeding character. Fortunately, the sharks are too big to swim into the shallow waters of the reef. However, five rounds later, a tribe of six @UUID[Actor.QvYMKxWpQvTBuBII]{Merrow} attack. The merrow use their harpoons to drag any character they strike into deeper water where the @UUID[Actor.F9rTFCiR65uYVyKP]{reef sharks} can reach them. There is one reef shark for each character dragged from the reef. The merrow attacks continue until they have succeeded in killing one character, or for three rounds after the ship is freed.

Roc.

A distant speck appears in the sky above the horizon. You recognize the silhouette of a flying bird, but this one appears to be enormous in size. As it draws closer, your entire ship is cast into shadow. The gargantuan creature begins circling the ship as it slowly descends. The powerful downdraft from its massive wings makes it challenging to stand upright on the deck.

The @UUID[Actor.Nbm90ZIIME9EFdhm]{Roc} is from @UUID[.0000000000000009#aerie-of-the-roc]{Aerie of the Roc} in the Forgotten Sea. It is hunting for food for its young. It swoops down and tries to snatch up a character from the deck. It will make three attempts before giving up. Leaving any large sacrificial animal on deck as a target will attract its attention, and it will gladly take such a sacrifice. If it does manage to grapple one of the crew, it will carry the victim back to its nest to feed its chicks. The victim has three attempts to escape the grapple, requiring a successful [[/save ability=strength dc=15]] saving throw. The victim takes [[/damage 2d6]] damage from falling into the sea.

The Roc's Nest.

Any character who is taken back to the nest will be dumped in front of the roc's three chicks. The roc will fly off, leaving the victim for its chicks to tear apart and devour. The chicks have the statistics of @UUID[Actor.teTUyjWrqJ9escT8]{giant vultures} with no fly speed.

Sea of Gore.

Your ship sails into a patch of deep crimson water that stretches on as far as the eye can see. Gory chunks of sea creatures, as well as the occasional humanoid corpse, float in the waves. Worse than the sight of all the carnage is the pervasive stench of rotting flesh, and the coppery tang of blood.

The gore-filled bloody water is a patch of sea about a mile across. There are half-eaten whales, sharks, dolphins, and even merfolk. Anyone sailing towards the middle of the area will find that the water becomes increasingly shallow, and the sea bottom is only about 20 feet down. This central lump in the seabed is the nesting ground of a dreadful @UUID[Actor.ZunwFOwae2AlYxI4]{Hydra}. It eventually rises to the surface and attacks everyone who is on deck. This hydra is far bigger than most, with seven heads and maximum hit points. It can be distracted for 1 round by feeding it a sacrificial animal, but three full rounds are required to escape from the creature.

Shallow Sea.

Your ship sails into waters that are curiously transparent, and the white sand of the seabed is clearly visible. As you sail on, the sea grows shallower and you notice what appears to be a dense coral forest. However, a closer look reveals that the colorful forest below your keel is an undersea village of some kind. Merfolk wave up at your ship in welcome.

The merfolk are very curious about the party and their crew. Some of them swim to the surface to greet the party and invite them down into their village.

All of the merfolk have the amphibious trait and swim speed of 40 ft. A mermaid named Iolaah (CG merfolk @UUID[Actor.bwLvfvC1hzyUwujA]{Druid}) asks questions about the party's origins and purpose in this part of the ocean. If the heroes reveal their quest, Iolaah will become very interested and will want to take them to meet her father, Hywin.

Hywin (NG merfolk @UUID[Actor.i7hNyi2lno1tHY2r]{Archmage}) resides in a beautiful translucent coral sphere. He is an enemy of Sydon, and he is willing to help anyone who opposes the Titan. He knows the entire history of Sydon and Lutheria and is willing to tell the tale. Afterwards, he breaks off a piece of coral for each character that has come to see him.

These simultaneously act as @UUID[Item.9xOdcWfCq8wqdFLx]{potions of water breathing} and @UUID[Item.g9R3J1se7jUnNl2o]{heroism} on anyone who swallows them. He wishes the party well on their quest.

Iolaah wishes to accompany the characters, but Hywin will forbid it. He tells the characters that Iolaah is impetuous and young and not ready for such an adventure. An hour after the ship sails away from the merfolk, a single dolphin swims alongside the ship. It transforms into Iolaah. She climbs aboard the ship and asks to accompany the heroes on their quest.

If the party refuses, she will be disappointed and she returns home safely. Otherwise, she joins the party on their quest. Iolaah is extraordinarily reckless in battle and unlikely to survive for very long. If she dies during the quest, Hywin will hold the party responsible. He may seek vengeance upon the heroes later.

Iolaah's Statistics

Iolaah has the statistics of a druid, but she has the additional power to shapeshift:

  • Shapechanger.

    Iolaah can use her action to @UUID[Item.Vx5CqVLXOeZZQmdy]{polymorph} herself into a human or a dolphin. Her statistics are the same in each form, but she loses her swim speed in human form. She can use another action to return to her merfolk form.

Sirens (Sea Hags).

A small, half-wrecked boat approaches your ship. Three voluptuous, barely-clothed young women stand in the boat, their features obscured by long, luminous hair. Upon noticing your party, they begin to sing an entrancing song—an invitation to join them.

These creatures are actually a coven of @UUID[Actor.BEvlaIjCVT4RhO5z]{sea hags}. They use magic to take the form of whatever creature is most alluring to your players—for example, they might be handsome men instead of voluptuous women.

The hags have a different spell selection from a normal coven:

  • 1st level (4 slots): @UUID[Item.2Xj2dSDH5ytnyJCc]{ray of sickness}, @UUID[Item.EjMjy9x1RnO9eG6t]{shield}
  • 2nd level (3 slots): @UUID[Item.V2nAkTi8znLLXIuC]{hold person}, @UUID[Item.kudR8NxFCx9QdIaZ]{locate object}
  • 3rd level (3 slots): @UUID[Item.HbdGuiN7El2Uy18m]{bestow curse}, @UUID[Item.PMQNGElhMQu9aViA]{counterspell}, @UUID[Item.TeRzT0AMTpPY2LkS]{lightning bolt}
  • 4th level (3 slots): @UUID[Item.PXB6DdjSphrSKVau]{phantasmal killer}, @UUID[Item.Vx5CqVLXOeZZQmdy]{polymorph}
  • 5th level (2 slots): @UUID[Item.uMDqU1gJlctS9wN7]{contact other plane}, @UUID[Item.xlvbW6zgdebYuOY7]{scrying}
  • 6th level (1 slots): @UUID[Item.2p5NTALINhn4LlLd]{mass suggestion}

The hags cast their @UUID[Item.2p5NTALINhn4LlLd]{mass suggestion} spell in the form of a song. It urges all sailors to swim over to them to enjoy their company. As those affected swim closer, they quickly realize that the creatures aren't quite as beautiful as they initially seemed. They have shapely bodies, but their faces have warts, their hair is greasy and thin, and their finger nails are caked in dirt.

The hags @UUID[Item.Vx5CqVLXOeZZQmdy]{polymorph} their victims into crabs and stuff them into bags. Then they swim over to the ship and climb aboard while resuming their true forms, so as to horrify anyone on deck with their horrific appearance. They then use their death glare and attempt to slaughter everyone aboard the ship.

Storm and Kraken.

A violent storm brews on the horizon, and lightning flashes in the sky. However, rather than striking down from the heavens, the lightning crackles along the surface of the sea. As rain lashes down and the waves beat against your hull, the source of this the storm comes into view. A gargantuan, scaled monstrosity has wrapped itself around an equally enormous giant that stands knee-deep in the waves. The two creatures appear to be locked in mortal combat!

The heroes are witnessing a battle between Hergeron (LE @creature[Young Empyrean|ArcanumWorldsOdysseyoftheDragonlords] and the @UUID[Actor.fqRdQAcUkcnMMqcg]{Kraken}. Hergeron has been sent by his father, Sydon, to search out the Kraken and report back, but the creature ambushed him.

Neither combatant will pay any attention to the party unless they mount some kind of attack or otherwise interfere. Hergeron will disengage and escape after three rounds of combat, and the Kraken will sink beneath the waves. If the heroes attempt to interfere, the Kraken will rise from the deep after a moment or two and attack for 1 round before sinking out of sight again. This attack is intended as a warning and a demonstration of its power.

Whale Pod.

You feel a low rumble around the ship. Moments later, a group of large whales breach the surface of the water. The whales have with razor-sharp teeth, and one of the creatures has the corpse of a colossal squid in its jaws. Despite their ferocious appearance, the creatures show little interest in your ship.

The whales are no threat to the party. After breathing on the surface for a few moments, they dive back down into the depths and continue on their way. Any attempt to attack them simply drives them away immediately.

Whale Corpse.

Your nose is suddenly assaulted by the smell of what might be thousands of rotting fish. Searching the area, you discover the floating remains of the largest whale you have ever seen. Sharks circle and gnaw at the carcass, looking like minnows in comparison to their enormous meal. The whale's gullet is torn open, and something metallic gleams from inside it.

There are six @UUID[Actor.uLH4v7rREVle4gc4]{hunter sharks} in the water, one of which is an extra-large @UUID[Actor.OXZBhQOqaewv3Csa]{Giant Shark} with maximum hit points, and it always does maximum damage with its bite attacks. It circles in the darkness below and has advantage on Hide checks. It attacks anyone who comes into the water.

The glimmering object inside the way appears to be a human corpse wearing a magical breastplate, the equivalent of @UUID[Item.e0wWwOEecwQGF1vC]{mariner's armor}. One of the sharks ripping into the whale shifts the "corpse"so that it is no longer visible. If someone swims over to the whale carcass to search for the corpse they will find that it isn't a corpse, but an old man named Aegis (LN @UUID[Actor.cW1mOTLOpYhPEfn0]{Veteran}). He claims to have been living inside the whale for years. If the party is willing to take him onboard, he will fight alongside them. Aegis tells all sorts of tall tales about Thylea, most of which are of his own invention.

Whirlpool.

This is Charybdis, the legendary whirlpool. Somehow, the heroes have wandered off course and into the most dangerous part of the Forgotten Sea. Refer to the section on @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000009#charybdis,-the-ravening-mouth]{Charybdis} in the @UUID[JournalEntry.md72jqAz7B6wF4Hh.JournalEntryPage.0000000000000009#chapter-6:-the-forgotten-sea]{Forgotten Sea} chapter for details.