The Buccaneers Bestiary

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    The Buccaneer ’s BestiaryA GUIDE TO MONSTERS OF THE DARK CARIBBEAN 

    DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s

    Handbook, Monster Manual, Dungeon Master’s Guide, and all other Wizards of the Coast product names,

    and their respecive logos are trademarks of Wizards of the Coast in the USA and other countries.

    This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is

    used with permission under the Community Content Agreement for Dungeon Masters Guild.

    Original material in this work is copyright 2016 by Aaron Infante-Levy and published under the

    Community Content Agreement for Dungeon Masters Guild. 

    by Aaron “Quickleaf” Infante-Levy 

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    Art CreditsDesign and Layout: Aaron “Quickleaf” Infante-Levy

    Cover Art: Orc Pirate Shou ing Orders, by Jeshields, purchased thru drivethrurpg.com. Modified by adding Pirate Flag, by wesd440,created on 6-16-2015, openclipart.org.

    All interior illustraions used in THE BUCCANEER’S BESTIARY are within the Public Domain.

    Parchment Background: Chris Fiedler,pixabay.com, CC-0 Public Domain.Pirates with a Box (p. 4): by j4p4n, openclipart.org, 5-12-2015.

    The Merry Monarch: (p. 5): The comic history of England, Gilbert Beckett, 1897. Posted by Firkin, openclipart.org, 2015-07-29.

    King of Death: Humorous Poems, Thomas Hood, 1893. Posted by Firkin, openclipart.org, 7-20-2015.

    Port Saint Louis (p. 7): Rambles on the Riviera by Francis Miltoun, 1906. Posted by johnny_automaic, openclipart.org, 2-27-2008.Dutch Ship (p. 13): The Romance of Naviga ion, by Henry Frith, 1893. Posted by Firkin, openclipart.org, 7-18-2015.Splat (p. 14 & 44): by li tarn, openclipart.org, 9-92014.

    Octopus Anchor (p. 16): by Rejon, openclipart.org, 2015-04-01.

    Jolly Tars (p. 17): Lily’s scrapbook, by Mrs. Barker Sale, 1877. Posted by johnny_automaic, openclipart.org, 9-29-2007.Compass (p. 18): A black and white 3-D compass, Posted by ipurush, openclipart.org, 4-10-2008.Island of Neverland (p. 20): Posted by j4p4n, openclipart.org, 2-8-2016.

    Rock Skull (p. 23): Posted by johnny_automaic, openclipart.org, 12-10-2006.

    Old Map (p. 23): Posted by conte magnus, openclipart.org, 1-27-2013.

    Anchor (p. 26): Posted by j4p4n, openclipart.org, 2-8-2016.

    Sleeping Mermaid (p. 28): Songs for Little People, Norman Gale, 1896. Posted by Firkin, openclipart.org, 1-1-2016.Treasure Chest (p. 29): Posted by j4p4n, openclipart.org, 1-10-2015.

    Old Man with a Corncob Pipe (p. 34): Bisbee Daily Review, Nov. 26, 1914,  Posted by johnny_automaic, openclipart.org, 7-16-2014.Ship’s Wheel (p. 37): Posted by johnny_automaic, openclipart.org, 10-30-2007. 

    Blemmyae (p. 41): Nuremberg Chronicle by Hartman Schedel, 1493.Thingtacles (p. 42): by jpneaok, openclipart.org, 10-18-2014.

    Scallop Shell (p. 44): Line and Form, by Walter Crane, 1914. Posted by johnn_automaic, openclipart.org, 10-26-2007.Fucoid (p. 44): Our Earth and its Story, by Robert Brown, 1893. Posted by Firkin, openclipart.org, 11-4-2015.Wastrilith (p. 45): Destruc ion of Leviathan, engraving by Gustave Doré, 1865.Squid Silhouette (p.46): Narrative of an Expedition to explore the river Zaire, James Tuckey, 1818. Posted by Firkin, openclipart.org, 10-22-2015.Spooky Frame (p.47): by li tarn, openclipart.org, 8-7-2013.

    Zombie (p. 48): by j4p4n, openclipart.org, 6-2-2015.

    Painted Skull (p. 48): The Pygmies, by Frederick Starr, 1895.Giant Anemone (p. 50): donated by Pearson Scott Foresman to Wikimedia Commons.

    Giant Anglerfish (p. 50): Popular Science Monthly, vol. 8, 1875. Giant Eel (p. 50): donated by Pearson Scott Foresman to Wikimedia Commons.

    Giant Nau ilus (p. 52): donated by Pearson Scott Foresman to Wikimedia Commons.

    GiantStarfish(p.53):The Half Hour Library of Travel, Nature and Science for young readers, by James Nisbet & Co, 1896. Posted by Firkin, openclipart.org, on 11-29-2015.Whale Upends Whalers (p. 54):The Story of Our Merchant Marine, by Willis J. Abbot, 1919. Posted by johnny_automatic, openclipart.org, on 1-12-2008.The deep sea fish eurypharynx pelecanoides (p. 55): Popular Science Monthly, vol. 23, 1883.Jenny Hanniver (p. 55): Feejee Mermaid, by P.T. Barnums, 1842.Kelpie (p. 56): Dic ionnaire classique d’histoire naturelle (Vol. 5), 1822.Incan Dog (p. 56): by OpenClipartVectors, CC0 Public Domain, from pixabay.com.

    The Scaly Fishman (p. 59): The Animal Book, by Pietro Candido Decembrio, 1460.Seal (p. 63): Posted by yves_guillou, openclipart.org, 10-24-2014.

    Woman’s Eyes (p. 63): Posted by molumen, openclipart.org, 10-19-2006.

    The Laughing Gull (p. 64): US Fish and Wildlife Service, by Bob Hines. Posted by ryanlerch, openclipart.org, 12-14-2006.The Siren (p. 65):

    The Siren, oil on canvas, by Edward Armitage, 1888.

    Transparent Mermaid Silhouette (p. 65): by GDJ, openclipart.org, 2-16-2016.

    Dancing Skeletons (p. 66): by johnny_automatic, openclipart.org, 10-29-2007.

    Fiddler Crabs (p. 66): When Life is Young, by Mary Dodge, 1894.Skum (p. 67): Krewe of Proteus Costume, New Orleans Mardi Gras, by Bror Anders Wikstrom, 1907.Monkey Rides a Jellyfish (p. 68): Posted by j4p4n, openclipart.org, 6-22-2015.

    Glitch Frog (p. 69): Posted by Lazur URH, openclipart.org, 7-24-2015.

    Castle (p. 70): Old French Fairy Tales, by Comtesse De Segur, 1920. Posted by johnny_automatic, openclipart.org, 9-26-2007.Real Sea Monster (p. 71): by j4p4n, openclipart.org, 3-18-2012.

    Grim Reaper Waits for No One (p. 72): by j4p4n, openclipart.org, 9-4-2011. 

    Dr. Death (p. 73): by liftarn, traced from old Dr. Death comic, openclipart.org, 12-25-2015. Skull & Crossbones (p. 74): from the Pieces of Eight free font, by Steve Ferrera.  

    Not for resale. Permission granted to print or photocopy this document for personal use only. 2

    http://openclipart.org/http://openclipart.org/http://openclipart.org/http://openclipart.org/http://openclipart.org/http://openclipart.org/http://openclipart.org/http://openclipart.org/http://openclipart.org/http://openclipart.org/http://openclipart.org/http://pixabay.com/http://openclipart.org/http://openclipart.org/http://openclipart.org/http://openclipart.org/http://openclipart.org/http://openclipart.org/http://openclipart.org/http://openclipart.org/http://openclipart.org/http://openclipart.org/http://openclipart.org/http://openclipart.org/http://openclipart.org/http://openclipart.org/http://openclipart.org/http://openclipart.org/http://openclipart.org/http://openclipart.org/http://openclipart.org/http://openclipart.org/http://openclipart.org/http://openclipart.org/http://openclipart.org/http://openclipart.org/http://openclipart.org/http://pixabay.com/http://openclipart.org/http://drivethrurpg.com/

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    Table of Contents

    THE  D ARK  CARI BBEAN  . . . . . . . . . 4

    THE  E  NCOUNTER  TABLES . . . . . . . . . 6Port Encounters . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6

    Port Encounter Table 6Pirate Ports 7

    Neutral Ports 7

    Hosile Ports 7

    Port Beasies 9

    Sea Encounters . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12Sea Encounter Table 12

    Ship Tables 13

    Sea Beasies 15

    Crew Con  licts 18

    Navigaion Hazards 19

    Special Encounter 20

    Island Encounters . . . . . . . . . . . . . . . . . . . . . . . . . 21Island Features 21Island Beasies 24

    Undersea Encounters . . . . . . . . . . . . . . . . . . . . . . 28Undersea Encounter Table 28

    Kelp Beds 29

    Sunken Shipwrecks 29

    Special Encounters 29

    Abyss Encounters . . . . . . . . . . . . . . . . . . . . . . . . . . 32Abyssal Features

    Abyssal Beasies

     N  P

    CS (C

    REW) . . . . . . . . . . . . . . . 34Sailor (CR 1/8) 34

    Old Salt (CR 1/4) 34

    Buccaneer (CR 1/2) 35

    Midshipman (CR 1/2) 35

    Pirate (CR 1/2) 36

    Royal Marine (CR 1/2) 36

     N  PCS (OFFICERS) . . . . . . . . . . . . . 37Warrant O ficer (CR 1/2) 37

    Lieutenant (CR 1) 38

    Naval Captain (CR 2) 38

    Pirate Captain (CR 2) 39

    Commodore (CR 3) 39

     N  PCS (S PELLCASTERS) . . . . . . . . . . 40Bokor (CR 2) 40

    Houngan/Mambo (CR 2) 40

    Shantyman (CR 2) 41

    Ship Mage (CR 2) 41

     BEASTIES . . . . . . . . . . . . . . . . . . 42Blemmyae (CR 1/2) 42

    Caller from the Deeps (CR 8) 43

    Carnivorous Scallop (CR 1) 44

    Coelenite (CR 1/2) 44Deepspawn (CR 8) 45

    Demon, Wastrilith (CR 14) 46

    Dire Squid (CR 6) 47

    Douen (CR 1) 48

    Dread Zombie (CR 1) 49

    Giant Anglerfish (CR 4) 50

    Giant Anemone (CR 5) 50

    Giant Eel (CR 3) 52

    Giant Nauilus (CR 13) 52

    Giant Sea Urchin (CR 1) 53

    Giant Starfish, Sunstar (CR 3) 53Giant Whale, Leviathan (CR 9) 54Gulper (CR 1) 55

    Jenny Hanniver (CR 1/8) 55

    Kelpie — hazard 56

    Lycanthrope, Seawolf (CR 3 & CR 7) 57

    Morkoth (CR 4) 58

    Seaclaimed Creature — template 59

    Seaclaimed Warrior (CR 3) 63

    Selkie (CR 1/2) 63

    Sinister Seagull (CR 1/8) 64

    Siren (CR 3) 65Skeleton, Dry Bones — template 66

    Skull Crab (CR 1/8) 66

    Skum (CR 1/2) 67

    Su-Monkey, Signifying Monkey (CR 1/2) 67Swarm of Jellyfish (CR 2) 68

    Swarm of Leeches (CR 1/4) 68

    Tona (CR 3) 69

    Triton (CR 1) 70

     Viperfish (CR 6) 71

    Wyste (CR 3) 71

    Yugoloth, Marraenoloth (CR 7) 72

    Zombie Lord, Le Grand Zombi (CR 5) 73

    I NDEX  OF MONSTERS & NPCS  BY CR 74

    Not for resale. Permission granted to print or photocopy this document for personal use only. 3

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    THE  D ARK  CARI BBEAN  The “Dark Caribbean” is a fantasy seting during

    the Golden Age of Piracy, blending real-world

    history, popular concepions of legendary

    pirates, and a reinterpreted D&D mythos. Whileswashbuckling adventures and whimsical

    scallawags abound, there are also ruthless

    corsairs, frightening spells, and poliical

    intrigues aplenty. Most of the magic has a

    disinct Voodoo feel to it, with the caveat there

    there exist no reliable spells to raise the dead (i.e.

    raise dead, resurrec ion, and true resurrec ion donot exist). The acion is centered in the Caribbean

    (also called the Spanish Main or the West Indies),

    though there may be opportuniies to visit the

    Americas, Europe, or even otherworldly realmslike the Shores of Death or the watery Abyss.

    European powers like Britain, France, the

    Netherlands, and Spain struggle to maintain

    control of their colonies amidst rampant

    privateering and piracy, slave uprisings, and dark

    magic. Characters spend equal ime aboard ships

    as they do breaking into Spanish garrisons,

    exploring cursed islands, and infiltraing

    masquerade balls. The tradiional dungeon-

    delving of D&D takes a backseat to

    swashbuckling adventure and intrigue.

    Recommended ResourcesBirds of Prey by Wilbur Smith.Captain Blood by Rafael Sabaini. Master and Commander series by Patrick O’Brien. On Stranger Tides by Tim Powers. The Pirate Hunter by Richard Zachs. Pirate Spirit by Je fery Williams.Seawolf by Jack London.Treasure Island by Robert Louis Stevenson.Under the Black Flag by David Cordingly.Skull & Crossbones d20 game from Green Ronin.Buccaneers and Bokor: Treasure Chest supplements

    from Adamant Entertainment. Black Sails TV series from Starz.Crossbones TV series from NBC.Pirates of the Caribbean films from Walt Disney.  Monkey Island video games from LucasArts. 

    The monsters and NPCs presented in THE 

    BUCCANEER’S BESTIARY are designed with the

    Dark Caribbean seting in mind, but can be

    readily adapted to suit any fantasy seting wherepirates, cannons, colonial powers, and soul-

    devouring horrors might fit in.

    Not for resale. Permission granted to print or photocopy this document for personal use only. 4

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    Monsters in the Dark CaribbeanMonster types in the Dark Caribbean have

    slightly di ferent connotaions from a standard

    D&D game. In paricular, there is a class of

    monster known as djab (dark spirits) in Voodoothat typically only responds to summoning. The

    djab may appear as celesials, elementals, fey,fiends, undead or even possessing a mortal. They

    are not as strictly bound to one form as most

    ordinary monsters. When creaing a djab, give ita clear place in the story and consider giving it

    legendary acions and/or lair acions.

    Some monsters like constructs, giants,

    monstrosiies, and plants have no substanive

    changes. However, even with these monsters you

    can give them a mariime-themed appearance,

    like an iron golem attached to a rusty anchor

    chain or a minotaur with a bull shark’s head.

    AberrationsAboleth, beholder, mind   layers, and their

    servitors like chuul and skum, hail from cursed

    waters and the terrible marine Abyss. They are

    the “horrors man was not meant to know” and

    seek to supplant humanity, herald a great deluge,

    or other mad schemes.

    BeastsSome beasts, like the leviathan, occupy an

    ambiguous ground between beast and monstrosity,

    depending whose story a sailor believes.

    CelestialsAlmost unheard of in the Dark Caribbean, the

    rare celesial that did make an appearance would

    almost certainly be a mysterious djab in mortal

    guise, or a Loa forced to take on mortal   lesh.

    ElementalsAir elementals tend to be associated with the

    djab called Badessy the Wind, and many can usecontrol weather . Water elementals, on the otherhand, are associated with a djab known as

     Ailusiraad, and many can use control water .

    DragonsDragons are unheard of, save for the jungles of

    South America where flightless dragons are

    believed to have once ruled over man.

    Fey

    Local nature spirits often don’t fit neatly into onecategory. Thus, some fey have a second type (e.g. the

    douen are undead fey) reflecting differing views of

    natives and colonists about their origins.

    FiendsDevils are the adversaries and tempters of

    mankind as defined by missionaries, and most

    can use disguise self or alter self at will. Demonsare creatures spawned by the watery Abyss and

    all demons are amphibious or water breathing.

    HumanoidsGoblinoids form marauding pirate ships of their

    own, with hobgoblins as o ficers, goblins as crew

    and powder crews, and bugbears sent ashore at

    night to murder and press-gang. Orcs are

    devolved island cannibals or savage corsairs

    revering the eye-patch wearing Grumsh. Trolls

    are usually amphibious saltwater scrags. 

    OozesOozes, like aberraions and demons, originate in

    the Abyss and are amphibious.

    UndeadUndead are disinguished by two types. First,

    those missing their gros-bon-ange (big soul or lifeforce) lack morality but have traces of their past

    personality. This includes dread zombies, zombie

    lords, ghosts and most intelligent undead.

    Second, those missing their  i-bon-ange (littlesoul) and are devoid of personality with only the

    barest glimmer of senience. This includes

    skeletons, regular zombies, and most non-

    intelligent undead.

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    10. Fire. A building or ship catches fire,

    threatening the PCs’ ship, lodging, or allies. 

    11. Found Item (d6)

    (1) Trinket.

    (2) Art object or gem.(3) Murder weapon.(4) Document or letter of significance.(5) Map or navigaion chart.

    (6) Treasure or heirloom sought by an NPC.

    12. Harassment from Authori ies (d4)

    (1) A group of 1d4 royal marines* attempt to

    extort the PCs with trumped up charges.(2) A group of 2d4 royal marines* making

    fun of one or more PCs.

    (3) A group of 2d4 thugs acing as hired

    enforcers for a port governor who needs a

    dirty deed handled discretely.(4) A group of 1d4 pirates* disguised as royal

    marines with a hidden agenda.13. Gathering (1d6)

    (1) Busy market with shipment of exoic

    goods that just arrived.

    (2) Angry mob chasing someone out of town,

    protesing against the governor, or

    commiting a hate crime.

    (3) Procession of monks.

    (4) A raucous wedding.

    (5) A more raucous funeral.

    (6) Something unique to the community likea clam bake, grunion run, sack race, etc.14. Mistaken Iden ity. One or more PCs are

    mistaken for an NPC, and there is a personal

    element to the confusion (e.g. the mistaken

    idenity is in debt or a scorned lover). 

    15. Prisoner (d6)(1) Escaped prisoner who the PCs can either

    help or turn in.

    (2) Dog carrying prison keys in its mouth.

    (3) Chain gang being led to dungeon or to

    their execuion at the gallows.(4) Message from a prisoner who tries to

    recruit the PCs in some venture, either

    with honest appeal or blackmail.

    (5) An ally or contact taken prisoner.

    (6) Prisoner has informaion the PCs need.

    16. Prominent Personage. An important or

    historical NPC from the Golden Age of Piracy.

    17. Slice of Life (d6)(1) Lost child caterwauling.

    (2) Children playing at “pirates and

    commodores.”

    (3) Herd animals blocking the street amid

    much yelling.(4) Singing pirates who just won’t stop.(5) Chatty and   lirtaious washer women.

    (6) Crazy old coot with wild fish tales.

    18. Spectacle (d8)

    (1) Shantyman.(2) Puppet show.(3) Carnival.(4) Hanging.

    (5) Monster menagerie.

    (6) Miracle worker or preacher.

    (7) Snake oil salesman.(8) Two NPCs engaging in a brawl, duel, or

    battle of wits.19. Underworld (d8)

    (1) Fixer dealing in stolen and illegal goods.

    (2) Underground boxing match with high-

    profile NPCs in attendance.(3) Opium den.(4) Counterfeiters and coin-cutters.

    (5) Cockatrice or death dog fighing ring.

    (6) Gambling den operaing behind a front.

    (7) Smugglers and rum-runners.

    (8) Shady bokor* with gruesome spellcomponents for sale.20. Port-specific encounter. Roll a d6 on the

    appropriate table below. A “PIRATE PORT”

    welcomes pirates or is otherwise lawless. A

    “NEUTRAL PORT” is one where the PCs don’t

    have a Letter of Marque and haven’t attacked.

    A “HOSTILE PORT” is one where the PCs have

    attacked vessels of the naion controlling the

    port (or is overseen by a governor obsessed

    with eradicaing piracy). 

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    NPC Table (d8)1. Colonist2. Criminal

    3. Indentured Servant

    4. Na ive

    5. Pirate

    6. Sailor7. Slave8. Upper Class

    Pirate Port (d6)1. Murder (d6) the PCs witness a murder-in-

    progress…(1) Prositute and client.(2) Murderer clearly trying to implicate one

    of the PCs.

    (3) Prominent NPC and mysterious assassin.

    (4) Pirate* vs. pirate* or royal marine*.(5) One of the PCs’ allies or contacts is

    attacked by agents of their enemy.(6) A PORT BEASTIE attacking an innocent

    person…or are they?

    2. Hijack. 3d4 buccaneers* led by a bandit

    captain attempt to take the PCs’ ship.

    3. Seller’s Market. All sale prices are 20%

    higher than normal, rare trade goods are

    available, and smuggling increases due to a

    limited supply.

    4. Buyer’s Market. All sale prices are 20% lower

    than normal, bulk discounts are available,

    and greater regulaion of transacions may

    be enforced.5. Parlay. The PCs are summoned to meet the

    the captain and o ficers of another pirate

    ship to discuss o fers of partnership or

    resoluion of disputes.

    6. Attack! The port is attacked by the opposing

    side during Queen Anne’s War.

    Neutral Port (d6)1. Press Gang. 3d4 sailors* and 2d4 royal

    marines* attempt to force the PCs into

    service of whatever crown they serve.2. Marque O fer. The PCs are summoned to a

    meeing with the island’s Governor to discuss

    terms of being granted a Letter of Marque

    against the Governor’s enemies.

    3. Seller’s Market. All sale prices are 20%

    higher than normal, rare trade goods are

    available, and smuggling increases due to a

    limited supply.

    4. Buyer’s Market. All sale prices are 20% lower

    than normal, bulk discounts are available,

    and greater regulaion of transacions may

    be enforced.

    5. Recognized. (d6) An NPC recognizes the PCs,

    but what do they do?

    (1) Seeks revenge on one of the PCs who

    killed their loved one.(2) Reports the PCs to the authoriies.(3) Spies on the PCs.

    (4) Blackmails the PCs.

    (5) Tries to seduce a PC or win their favor.

    (6) O fers to hire the PCs.6. Attack! The port is attacked by the opposing

    side during Queen Anne’s War.

    Hostile Port (d6)1. Arrest. 3d4 royal marines* led by an NPC

    constable attempt to arrest the PCs so they

    can be tried and convicted.2. Secret Mee ing. The PCs are summoned to a

    secret meeing with a commodore* or naval

    captain* or other powerful NPC to discuss a

    discrete o fer of employment involving shady

    dealings the NPC can’t be ied to.3. Execu ion. A scheduled execuion involves

    on the PCs or one of their allies or contacts.4. Navy. Naval warships of the port’s colonial

    power arrive, trapping the PCs in port unil

    they can find a sneaky way out.

    5. Recognized. (d6) An NPC recognizes the PCs,

    but what do they do?(1) Seeks revenge on one of the PCs who

    killed their loved one.

    (2) Reports the PCs to the authoriies.

    (3) Spies on the PCs.(4) Blackmails the PCs.

    (5) Tries to seduce a PC or win their favor.(6) O fers to hire the PCs.

    6. Attack! The port is either raided by pirates or

    attacked by the opposing side during Queen

    Anne’s War.

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    Port Beasties (d20)1. Animals (d6)

    (1) 4d6 giant rats fouling provisions, eaing

    pets, and spreading disease.

    (2) A pack of mas i fs on the trail of a

    wounded beasie.

    (3) A trained baboon chittering excitedly oversomething it recently stole.

    (4) A parrot heckling passersby.

    (5) Flock of seagulls with a sinister seagull*

    among them looking for ships to vex.(6) A trio of succarath (su-monkeys)* playing

    a dangerous game of charades with dock

    workers.

    2. Appari ions (d4) known as duppies (Jamaica)or jumbos (Monseratt).(1) A banshee mourning her love’s betrayal.

    (2) A ghost that only appears in the light ofan oil lamp hung o f an old ship’s prow.

    (3) A specter hauning the governor’s manor.

    (4) A wraith who comes each night to collect

    the souls of debtors from prison.

    3. Constructs (d4)(1) Animated objects with a nauical theme,

    possibly with a shantyman* or gnomish

    inventor responsible for the strangeness.

    (2) A   lesh golem   leeing a mad  bokor*.

    (3) 2d4 gargoyles on a church or voodoo hut

    animate to go on a killing spree due to the

    light of an eclipse, a curse come to

    fruiion, or awakened by a wicked priest

    to retrieve something stolen.

    (4) 2d4 scarecrows as voodoo e figies given

    sinister life to take a mambo’s* revenge.4. Cursed Men (d4)

    (1) 2d4 seaclaimed berserkers* attacking the

    port led by their mind   layer captain.

    (2) A group of sailors* or pirates* with the

    shadow dragon template (minus bite and

    shadow breath) as men who ventured too

    close to the Shores of Death and are

    sworn to deliver souls to a marraenoloth*.(3) A naval captain* who doesn’t realize he

    has been cursed by Aztec gold and turns

    into a quaggoth at the sight of blood.

    (4) A group of commoners transformed into

    some sort of animals like dire wolves, but

    retaining their ability to speak.

    5. Creepy Beas ies (d6)(1) 2d4 douen* playing pranks and luring

    children away from home into the jungle.

    (2) A group of duergar as cursed or foreign

    dwarves in league with the powers of Hell.(3) A   lumph as a   loaing jellyfish that

    appears at night to warn of danger posed

    by aberraions. However its eerie insights

    (or the promise of capturing a live   lumph)

    turn folk against it.

    (4) A marraenoloth come to ferry a soul

    whose ime is overdue to the Shores of

    Death, but willing to negoiate.(5) 2d6 nothics as cloaked fortune-tellers

    twisted by Abyssal pacts into macabre

    voyeurs. They o ten foretell hangings or

    drownings, and are unable to resist hiding

    in the crowd during a public execuion.(6) 2d6 will-o’-wisps   loaing at the outskirts

    at night whispering of lost hopes and

    ancient despair.

    6. Devils (d6)

    (1) A barbed devil covered in fish hooks

    colloquially known as “the gunpowder

    devil” because it acts as a gun smuggler to

    the desperate. It may be accompanied by

    2d4 spined devils.

    (2) A bearded devil disguised as an old

    whaler in a heavy coat coaxing sailors tocommit violence at any slight and muiny

    against weak captains.

    (3) A bone devil as an incarnaion of the Jolly

    Roger able to merge with a black   lag to

    hide itself and feast on the crew.

    (4) A chain devil disguised as a slave,

    provoking slave-owners to commit

    atrociies and slaves to seek bloody

    revenge.

    (5) An erinyes who can polymorph herself

    into a ship’s figurehead, luring captainsand o ficers to conquer the weak.(6) An imp acing as a warlock or  bokor’s* 

    ingraiaing familiar, urging seekers of

    forbidden lore with hints of secret

    treasure… at a price.

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    7. Djab (dark spirits) (d4)(1) A shadow demon huning down those

    who slew its original form and prevented

    it from returning to the Abyss

    (2) A shadow summoned by power-hungry

     bokor* to kill a specific target.(3) 2d6 shadows attemping to drive out

    colonial powers from the Caribbean by

    the foulest of means.

    (4) A water weird.

    8. Doppelgänger (d6) assumes the role of a

    prominent NPC who has been…(1) Killed.(2) Held for ransom.

    (3) Press-ganged.

    (4) Turned over to an enemy facion.

    (5) The NPC hired the doppelgänger as his or

    her replacement.(6) The NPC died of natural causes a while

    ago and the doppelgänger honors their

    dead friend’s memory.

    9. Goblinoids (d4)

    (1) A gang of 4d6 goblins raid the port for

    supplies, and rum in paricular.(2) A ship full of hobgoblin slavers who

    indiscriminately abduct freemen attempt

    to disguise their presence at port. They are

    led by a cruel hobgoblin captain known

    as a scourge of the seas.(3) 2d6 hobgoblin headhunters, known for

    wearing the shrunken heads of their foes.

    (4) A bugbear mercenary press-gang working

    loosely for a colonial power. Terrifying

    tales are told of them “dragging daddyaway in the dead of night.”  

    10. Hag (d4)(1) A green hag disguised at a tavern or

    trading house hining at hopeless

    ventures and revealing in despairing

    sailors or luring a lovestruck noblewomanto her doom.(2) A night hag known as La Diablesse

    corruping mortals or leading a coven of

    evil witches. However, her disguise always

    has a single   law like a cloven hoof or

    backwards facing feet that reveals her

    true nature.

    (3) A sea hag disguised as a hideous crone

    rumored to be a man-eaing witch comes

    to port looking to buy some roses.

    (4) A sea hag haunts the port at night,

    drowning drunken sailors whose bodies

    are hung garishly in the rigging the next

    morning. Strangely, the governor isn’t

    doing anything about her.

    11. Kenku (d6) called “keeteels” in the DarkCaribbean, they come in varied colorful

    plumage much like tropical birds.(1) A bright green parrot-like bookie for a

    gambling ring which involves cockatrice

    fighing.

    (2) A sleek dark metallic purple smuggler of

    firearms, drugs, and arcane contraband

    with a shipwreck lair turned roost for a

    swarm of ravens.(3) White and colorfully crested entertainers

    running a scam on the crowd.

    (4) Brown keeteels conduct a ritualizedpunishment wherein one of their fellows

    is forced to wear heavy wooden wings as

    others jeer at him.(5) Rare black-feathered “crows”, o ten

    sought by pirates to be ied to the crow’s

    nest as supersiion maintains they grant

    luck spoting treasure ships.

    (6) Red and grey  lamboyantly crested keeteelsand cul ists belong to a demon cult led by

    a vrock.

    12. Lycanthropes (d6)

    (1) A jackalwere disguised as a beggar or

    down-on-his-luck sailor seeking to lure

    vicims to his lamia master on an island.(2) 2d4 seawolves* disguised as whalers prey

    on innocents, press-gang sailors, and

    sabotage ships.

    (3) A seawolf provocateur attemping to use

    the PCs for a distracion so it can breakinto the armory and signal its fellows

    o fshore.(4) 2d6 wererats disguised as smugglers

    operate from sewers and abandoned ships.

    (5) A weretiger disguised as a trapper or

    fisherman visiting port.

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    (6) A werewolf as a Loup Garou who gainedits lycanthropy thru a deal with the Devil

    and is required to spill blood each night.

    13. Ogre (d4)

    (1) An ogre gang led by a half-ogre trying to

    make them a better class of criminal.(2) Brought to port as part of a civilizing

    e fort by a missionary or scienist.

    (3) Working as a longshoreman and fighing

    in ring at night to make ends meet.

    (4) An oni disguised as a traveler or colonist

    seeking ship’s passage, planning to

    slaughter the crew one by one.14. Revenant (d4)

    (1) A pirate driven by a Voodoo spell to kill the

    commodore* who sentenced him to hang.

    (2) Mysteriously huning down one of the

    PCs’ allies or contacts for an old grievance.(3) A dwarven revenant who died drinking

    Rumfausian has it in for the bartender

    who served him bad liquor.

    (4) A lady revenant seeking the pirate* who

    press-ganged her husband and led him to

    death and her to suicide.15. Squicky Beas ies (d4)

    (1) A carrion crawler feeds on detritus from

    ships being careened and bilges empies.

    (2) An otyugh in mounds of o fal, heaps of

    composing sugar cane, or a rot

    ingcarcass of a beached whale.

    (3) 2d6 rust monsters colloquially called “rustlobsters.” They’re parasites eainggrommets from sails, nails from planks,

    and triggers from muskets. The governor’s

    o fice o fers a reward for each carcass.(4)  A grick straying from its seaside caves

    following some powerful scent.

    16. Succubus (d4) disguised as…

    (1) A high-class courtesan weaving a web of

    blackmail around her clients.(2) An o ficial in the governor’s o fice

    exacerbaing corrupion.(3) An agent of a secret society renewing the

    Inquisiion inspiring dark desires in the

    priests she works alongside.

    (4) The spouse of a prominent NPC who is

    under her sway. They may have a

    cambion o fspring.

    17.  Vampire (d4) The vampire of the Dark

    Caribbean is called a Soucoyant; it sheds itsskin like clothes when assuming mist form,

    and is vulnerable to salt which a fects it like

    holy water.(1) Along with 2d6 wolves, swarms of bats

    and swarm of rats plague the port.(2) Physician can’t treat a woman who,

    unbeknownst to the physician, is soon to

    arise as a  vampire spawn.

    (3) A vampire spawncarrying out the

    instrucions of its master.(4) The  vampire disguised as a noble friend

    of the governor’s, property owner, or head

    of a trading company.

    18.  Yuan- i purebloods* (1d4) disguised as

    foreign merchants on a mission to…(1) Assassinate a cartographer or explorer

    asking too many quesions.(2) Spy on a naval captain* with magic charts,

    and sabotage the expedition if necessary.

    (3) Steal back an arifact a pirate captain*

    stole from their islands.(4) Abduct slaves for their island masters.

    19. Zombies & Skeletons (d6)

    (1) 1d4 dread zombies* under the command

    of a bokor*.

    (2) 3d6 zombies under the command of a

    zombie lord* leading a macabre carnivaland masking their true natures with

    perfumes and masks.

    (3) 3d6 uncontrolled zombies and 3d6

    crawling claws mysteriously emerge from

    the ocean, drawn to a specific person,

    place, or object.(4) 3d6 skeletons with the dry bones*

    template making music in the graveyard

    or otherwise causing mischief.

    (5) A cavalcade of skeletons astride warhorse

    skeletons raid the port and drag o fvicims to the Shores of Death.

    (6) A Voodoo celebraion goes awry when the

    e figy animates as a minotaur skeleton.

    20. Roll d20 on the SEA BEASTIES table; it may be

    injured and beached, captured by an NPC, or

    an amphibian come to port to trade or raid. 

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    Sea EncountersThe frequency of sea encounters is governed by

    the following rules. There are 3 watch periods

    aboard a ship: morning watch, a ternoon watch,

    and night watch. There is a cumulaive % change

    of an encounter during each watch according to

    the type of waters the PCs are sailing in.

    In open ocean more than 50 miles from shore

    (3%), in coastal waters less than 50 miles from

    shore (10%), and in well-traveled waters about 20

    miles from settlements and plied by merchant

    ships (16%). For example, a ship that disembarked

    early in the morning to travel coast waters has

    not had an encounter for the last five watch

    periods; thus, the ship would have a 60% chance

    of an encounter during the night watch of the

    second day.

    Sea Encounter Table (D10)1. Storm. See the DUNGEON  M ASTER’ S GUIDE page

    110 and 117-119 for details on weather.

    2. Aqua ic Animals (d12)

    (1) A dire squid*.

    (2) Dolphins or grey/right whales.(3) A school of giant seahorses (possibly re-

    skinned as hippocampi).

    (4) A giant whale (leviathan)*.

    (5) Killer whales.

    (6) Octopi.

    (7) A swarm of ravens re-skinned as seagulls,

    possibly with a sinister seagull* in their

    midst.

    (8) Sea turtles.

    (9) 2d4 reef sharks, or 1d4 hunter sharks, or

    a giant shark.

    (10)A swarm of jellyfish*.(11) A swarm of quippers as barracuda.(12)An aquaic unicorn re-skinned as a wise

    gentle narwhal.

    3. Tiny/Small Vessel. (1d4) 1-rowboat, 2-ship’s

    boat, 3-fishing boats, 4-barge. Roll a d6 to

    determine what the vessel(s) is/are doing…(1) Going about their business.(2) Fleeing a SEA BEASTIE, battle, or sunken ship.

    (3) Looking for a treasure they’re circumspect

    about sharing.

    (4) Transporing an NPC of importance.

    (5) Dead or empty under mysterious

    circumstances.

    (6) In a state of distress.

    4. Merchantman.1d3 ships, and if there are

    muliple ships there is a 50% chance that a

    corvette or frigate escorts them. Roll 1d4 on

    the SHIPS’ FLAG table to determine their

    naion, and a d12 on the CARGO HOLD table for

    each ship. Roll a d6 to determine what the

    merchant ship(s) is/are doing… 

    (1) Underway.(2) Anchored, fishing, or celebraing.(3) Engaged in naval combat.(4) Forcing prisoners to walk the plank or

    otherwise tormening them.

    (5) Divvying up soils of a recent capture.

    (6) In a state of distress.5. Warship. 80% solitary, 15% squadron of 3

    corvettes, 5% flotilla of 1d4+2 ships. Roll 1d4 on

    the SHIPS’ FLAG table to determine their nation.

    Roll d10 on the WARSHIP SIZE table, and a d12 on

    the CARGO HOLD table for each ship. Roll a d6 to

    determine what the warship(s) is/are doing…(1) Underway.(2) Anchored, fishing, or celebraing.

    (3) Engaged in naval combat.

    (4) Engaged in naval drills.

    (5) Sending out messenger doves, using

    semaphore (light signals), or magic tocommunicate with colonial authoriies.(6) In a state of distress.

    6. Pirate/Privateer. 1d3 ships led by a pirate

    captain* who   lies under a   lag determined by

    rolling 1d8 on the BLACK FLAG table. Pirate

    crews are o ten made up of mixed races and

    ethniciies. Roll a d6 to determine what the

    pirate ship is doing…

    (1) Underway.

    (2) Anchored, fishing, or celebraing.

    (3) Engaged in naval combat.(4) Forcing prisoners to walk the plank or

    otherwise tormening them.(5) Divvying up soils of a recent capture.

    (6) In a state of distress.

    7. Sea Beastie. Roll d20 on the SEA BEASTIES table. 

    8. Crew Con  lict. Roll d12 on the table. 

    9. Navigation Hazard. Roll d10 on the table below. 10. Special Encounter. Roll d10 on the table below.

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    Ship Tables

    Ship’s Flag (d4)1. English

    2. French

    3. Dutch4. Spanish

    Warship Size (d10)1-4. Medium (corvette/frigate)

    5-7. Large (brigan ine/pinnace)

    8-9. Gargantuan (second rate)

    10. Colossal (first rate) 

    Black Flag (d8)

    1. Bartholemew Roberts “Black Bart”2. Edward “Blackbeard” Teach 

    3. “Calico” Jack Rackham

    4. Emanuel Wynne

    5. Henry Every6. Stede Bonnet7. Thomas Tew8. Jolly Roger 

    Cargo Hold (d12)1. A PORT BEASTIE locked in the hold!2. Pirate hunters! It’s a trap!

    3. Empty, recently pirated or freshly embarked.

    4. Slaves from West Africa.

    5. 3d6 x 1,000 sp worth of bulk commodiies.

    6. 3d6 x 1,000 sp worth of bulk commodiiesused as cover for smuggling an important

    NPC, state documents, or illicit substances.

    7. 1d4 x 1,000 gp worth of sugar.

    8. 2d4 x 1,000 gp worth of tobacco and cacao.

    9. 2d4 x 1,000 gp worth of rum and molasses.10. 3d4 x 1,000 gp worth of gunpowder.11. A strange and wondrous device.12. Treasure galleon from New Spain! Roll twice

    on the treasure hoard table table in the DMG

    best suiing the challenge of the encounter.

    Cursed Aztec gold at the DM’s discreion.

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    Blackbeard

    Emanuel Wynne

    Henry Every

    Calico Jack

    Stede Bonnet Thomas Tew

    Black Bart

     Jolly Roger

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    Random Pirate Ship Names (d100)1. The Albatross

    2. Assassin

    3. Bachelor’s Delight

    4. Bastard Execuioner

    5. Bedlam

    6. The Bitter Dregs

    7. Black Charlatan

    8. The Black Dagger

    9. Blind Return

    10. The Bloody Mary

    11. The Bloody Shame

    12. The Bonnie Lass

    13. Brezza Salmastra (Blackish Breeze)

    14. Broken Bones

    15. The Butcher of the Caribbean

    16. Calypso’s Groom

    17. Captain’s Due

    18. Charon’s Wake19. Cry of the Seven Seas

    20. The Coral Curse

    21. The Cursed Cutlass

    22. The Damned Slave

    23. La Danza Macabra

    24. Davy Jone’s Execuioner

    25. Dead Man’s Chest

    26. Dead Reckoning

    27. Devil’s Doom

    28. Devil’s Grog

    29. The Devil’s Maw

    30. Dra t of Damnaion31. The Drowned Witch

    32. Eel Wind

    33. The Epithet

    34. The First Resort

    35. The Fall of Atlanis

    36. Fighing Seacat

    37. The Florida Queen

    38. Ghostly Seadog

    39. The God Help Us

    40. Golden Ruinaion

    41. Governor’s Disgrace

    42. Hades’ Doom43. The Hail Mary

    44. Hangman

    45. Hell Hound

    46. Howling Knave

    47. The Ill Omen

    48. The Kraken

    49. Kiss of Death

    50. Lady Strumpet

    51. The Last Argument

    52. Last Rights

    53. The Lustful Corsair

    54. Maelstrom

    55. Maiden’s Blood

    56. The Manicore

    57. Midnight Rose

    58. Monkeebutt

    59. Mourning Star60. Murderer’s Knave

    61. The Murderous Sea

    62. The Narwhal

    63. The Naughty Nixie

    64. Neptune’s Whore

    65. Night’s Cry

    66. Night’s Dirty Lightning

    67. Poseidon’s Saber

    68. Privateer’s Death

    69. Privateer’s Sinful Gold

    70. Profit and Loss

    71. Pyrrhic Victory72. The Ravager

    73. The Red Grail

    74. The Robber’s Hood

    75. Rogue’s Revenge

    76. Rogue Wave

    77. Rumfausian

    78. The Salamander

    79. The Scimitar

    80. Sargasso Sea

    81. The Savage Love

    82. Scourge of the Depths

    83. The Sea Hag

    84. Sea’s Hellish Plague

    85. Sea Nymph

    86. The Seawolf

    87. Selkie’s Bane

    88. The Specter

    89. The Silent Mermaid

    90. Sins of my Father

    91. Storm of the Century

    92. Tainted Minnow

    93. Evil Tide

    94. The Vile Galley95.  Virgin’s Scourge

    96.  Vulgar Unicorn

    97. Wave Dancer

    98. The Wicked Wench

    99. Widowmaker

    100.Woe of Europe

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     H E R  MA J E S T

     Y ’ S  S H I P S 

     T H E  E N G L I S H  R O YA

     L  NA V Y  U S E S

     T H E  NA M I N G  C O N V E

     N T I O N  O F 

     “ H M S ”  ( H E R  MA

     J E S T Y ’ S  S H I P

     B E F O R E  T H E  S H I P ’ S  NA M E.  F O 

     E XA M P L E :  H M S A

     L B I O N,  H M

     B U L WA R K ,  H M S  D

    A U N T L E S S

     H M S  E N D EA V O R,  H

     M S 

     I N T E R C E P T O R,  H M

     S  N E W C

     H M S  R O V E R,  H M

     S 

     S PA R R O W HA W K ,  H M

     S  T R

     H M S  VA N G UA R D

    ,  H M S  

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    Sea Beasties (d20)1. The Kraken! Say your prayers!

    2. Aboleth servitors (d4)

    (1) Boarding party of skum* sent to retrieve

    capives for their aboleth masters.(2) A lone skum* beginning to develop

    telepathy with other races is found gaspingon deck. The crew want to kill it. while a

    chuul is in pursuit of the renegade.

    (3) All fresh water on the ship becomes

    supernaturally fouled. Skum* and chuul

    cling to the underside of the hull, waiting

    for crew to weaken from dehydration

    before attacking.

    (4) A waterproof scroll case floats by,

    containing a treasure map to nearby

    rocky islands, though the map doesn’t

    mention the chuul guarding the treasure.3. Coelenite*

    (1) Sailor showing o f pieces of dead

    coelenite* suddenly noices coral

    creatures slipping over the side of the

    deck to reclaim the piece of itself.(2) A coelenite* grown over skeletons or

    zombies controls their acions.

    (3) Coral with bits of ship parts imbedded in

    it as warning. Any ships approaching are

    slowly engulfed by coelenite*.

    (4) Crew member spots a coelenite* colony

    and tries to talk the captain into attacking

    as the husks will fetch a handsome price.

    4. Cloaker, aquaic (d4)

    (1) Hides in shallows waiing for sailors to

    come ashore before attacking.(2) Coral reef devoid of life but teeming with

    “manta rays” and filled with strange totems.(3) 1d4 cloakers attack by leaping across the

    bow to drag crew off the ship one-by-one.

    (4) A vampiric cloaker attempts to drain the

    life of one crew member, turning him into

    a vampire spawn who then will attempt

    to sabotage the ship.5. Dragon turtle (d4) known among Lain

    scholars as an Aspidochelone.(1) Hal  ling tribal village on the shell appears

    to be a   loaing island.(2) Only its head emerges to demand tribute,

    though otherwise it is sociable, relaing

    tales of pirates and sunken throughout

    history.

    (3) It is sick and regurgitaing any treasure it

    last swallowed.

    (4)  Viciously attacks the ship, potenially

    with sahuagin* followers, in wrath for the

    death of its mate at the hands of evil

    adventurers.

    6. Elemental (d4)

    (1) A caller from the deeps* entrances several

    crew members.(2) 1d6 evil water weirds squirt fountains

    playfully at crew before turning deadly.(3) A water elemental known as Ailusairad,

    the Voodoo spirit of the ocean aligned

    with the loa Agwé. It has the ability to

    control water as per the spell.(4) An air elemental known as

    Badessy theWind, the Voodoo spirit of the sky alignedwith the loa Damballa. It has the ability to

    control weather as per the spell.7. Ghost (d4) known as “sea sprites” by sailors.

    (1) Spectral lights move in the waters and the

    winds drops to chill breeze, causing

    freezing temperatures aboard. Crew

    become terrified that they’ve entered

    “haunted waters.”

    (2) A member of the ship mysteriously lights

    a lantern in the pale fog, summoning aghost who he appears to speak with for

    hours, though observers do not hear the

    ghost make any sound. Slowly, the NPC

    exhibits increasingly erraic behavior.

    (3) Crew are worried about one of their

    members who is consumed with guilt for

    throwing a man overboard and o fering

    no blessing for his soul’s rest. If nothing is

    done to assuage his guilt in three days, a

    ghost comes to murder him.

    (4) A specter (poltergeist) haunts thecaptain’s cabin, conjured by a vengeful

     bokor*. Its conjuring bag, hidden

    somewhere onboard must be destroyed.

    8. Hydra (d4) known as a Lusca in the DarkCaribbean, appearing as a shark-octopus

    hybrid with tentacle grab attacks.

    (1) Floats asleep or in torpor, with only one

    head barely awake eyeing the ship groggily.

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    13. Sahuagin (d4)(1) Debris of a ship is soon followed by the

    ominous drone of sahuagin huning

    horns and a single NPC swimmer appears

    on the horizon   leeing 5d4 sahuagin

    pursuing him or her.(2) A sahuagin baron riding a giant shark

    demands tribute for passing thru his

    demesnes…and any elves aboard.

    (3) 5d4 sahuagin fill the water, watching with

    predatory eyes, but don’t attack unil they

    smell fresh blood.(4) One of the crew has been making

    supersiious o ferings of meat to the

    ocean, and now a sahuagin priestess and

    scores of hunter sharks circle the ship.

    14. Sea Elves (d4)

    (1) Drow, as amphibious sea elves, form araiding party accompanied by giant eels*,

    waiing ill midnight to ambush the ship.

    (2) Barrels of smoking oil surface around the

    ship creaing a smoke cloud which drow,

    as amphibious sea elves, use to sneak

    aboard to poison and sabotage.(3) A triton* chained to a massive   loaing

    crab shell is used as a lure by drow, as

    amphibious sea elves, hidden nearby.

    (4) A procession of tritons* accompanied by a

    variety of aquaic animals and merfolk.15. Sea Hag (d4)

    (1) Exacing revenge on something beauiful.(2) She has unrequited love for an ugly sailor.

    (3) In disguise, she leads the ship to its doom

    or the captain on the path of evil.

    (4) Three sea hag sisters emerge from the

    ocean on a dark and stormy night to

    prophesy doom for the ship.

    16. Sea Serpent (d4)(1)  A giant poisonous snake bit one of the

    crew members hauling it up in his nets.

    Unless the snake is caught and an

    anidote concocted from its venom, the

    poor sailor will surely perish.(2) Eerie screams echo from the water,

    actually a maing call of 2d4 screeching

    giant eels*.

    (3) A plesiosaurus emerges near the bow of

    the ship to watch the crew curiously and

    appraise its next meal. If attacked, it rams

    the ship several times in a display of

    territorial aggression before swimming off.

    (4) A giant crocodile - a “kronosaurus” -attacks the ship’s crew mercilessly, though

    it might be distracted with a food decoy.17. Seaweed Monster (d4)

    (1) A kelpie* appearing as a green-clad

    woman, green horse, or hippocampus to

    lure sailors into her deadly embrace.

    (2) A kelpie* trails the ship, telepathically filling

    the crew’s dreams with sacrificial offering

    of one of their number to the sea gods.(3) A gibbering mouther or black pudding as

    an amphibious Shoggoth crudelydisguised as a kelp bed.

    (4) A group of  blights are sea plants animated

    by an old curse upon the waters.18. Seawolf / Selkie (d4)(1) 2d4 seawolves* hunt down sailors and

    sabotage the ship.

    (2) A ship of especially cruel pirates

    captained by François L’Olonnais, a

    vicious French pirate believed dead, are

    actually seawolves* created by L’Olonnais.(3) A pack of seawolves* hunt down selkies*.

    (4) A group of selkies* in seal form gather

    around the ship curious. They can be

    convinced to trade what they’ve foundscavenging sunken ships.19. Siren (d4) The Ciguapas of Hispañola are

    someimes accompanied by charmed men or

    amphibious harpies (immature sirens).

    (1) The sirens call to sailors from rocks

    surrounded by shallow water.

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    THE BLACK SPOT 

    THE DREADED “BLACK  SPOT” IS 

    ENOUGH TO MAKE SAILORS TURN  ON  

    THEIR OWN . SOME BEASTIES, LIKE THE 

    MIND FLAYERS, ARE ABLE TO PLACE 

    THEIR “BLACK  SPOT” UPON  A LIVING 

    CREATURE, TAKING THE FORM OF  A 

    MYSTERIOUS TATTOO OR INDISTINCT 

    DARK  BLEMISH THAT OTHER SAILORS IMMEDIATELY RECOGNIZE.

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    (2) The sirens   lirt up close with sailors and

    o fer their deadly songs as “gi ts” to the

    ignorant crew members.

    (3)  Mama Dglo, also called maman du l’eau, isa man-eaing siren who can assume the

    form of a woman on land and cast spells

    as an 8th level bard.

    (4) Undead sirens appear as beauiful womenunil one joins them in the water when

    their true horrific faces are revealed. 20. Troll (d4) Amphibious “scrags” are proficient in

    Stealth but can only regenerate in saltwater.(1) Crates and barrels float in the water, each

    containing loathsome limbs of a troll that

    was hacked into pieces.

    (2) A group of 2d4 trolls trail the ship until

    nightfall then sneak aboard to slaughter

    sailors in their sleep.(3) A lone troll is lured over by the smell of

    cooking. Though it is too cowardly to

    attack, it whines persistently for food.

    (4) Sent by a sea hag, storm giant , or bokor*,

    a troll intends to steal something (or

    someone) from the ship.

    Crew Conflicts (d12)1. Crew are shirking their duies due to faigue,

    supersiious, disagreement, or laziness.

    2. Crew have singled out one crew member as a

    cursed “Jonah” and pile abuse on him. Thepoor sailor may throw himself overboard or

    suicide if a stop isn’t put to it.3. A stowaway from the last port or island the

    ship was at is discovered in the hold.

    4. A crew member is revealed to have a secret

    idenity, like a spy, a woman-in-disguise, or a

    criminal with a bounty on their head.5. A crew member is agitating against the captain.

    6. A crew member is missing. What happened

    to him? Roll a d6!

    (1) Murdered.

    (2) Deserted, either port or using the ship’s boat.

    (3) Locked in a chest as a prank.(4) Lured away by a pretty SEA BEASTIE.(5) Passed out drunk in the hold.(6)  Vanished without a trace… maybe they

    were a ghost? Maybe they’ll show up later?

    7. Precious cargo, navigaion charts, or some

    other important item is missing, stolen by

    one or more of the crew.8. A fight breaks out. What started? Roll a d6!

    (1) Ethnic or religious con  lict.

    (2) Cheaing at gambling.

    (3) How to divvy booty.

    (4) Who messed up the bowline in the rigging.(5) Opinions on the captain are divided.(6) Some stupid petty macho reason.

    9. Some supplied have spoiled. Roll a d100 to

    determine the percentage (%) that have gone

    bad as well as the amount of crew sick with

    good poisoning. Unil healed or given a long

    rest, the crew are unable to tend their posts.10. Fire breaks out on the galley, dealing 17 (5d6)

    fire damage to the ship each round unil it is

    exinguished or the ship burns.

    11. Sickness spreads through the crew. If the

    captain is an NPC he or she may implement aquaranine. What is the malady? Roll a d8!(1) Dysentery. It’s the craps!

    (2) Malaria. Wouldn’t marry ya’!

    (3) Scurvy. A lemon a day keeps the scurvy away!

    (4) Yellow fever. Goodbye fever!

    (5) Cackle fever. No laughing matter! (see

    “Disease” in the DMG p. 257)(6) Sewer plague. Ah, rats! (see “Disease” in

    the DMG p. 257)

    (7) Sight rot. Didn’t see that coming! (see

    “Disease” in the DMG p. 257)(8) A “magical” disease like lycanthropy or

    mummy rot. Nothing magical about it!12. One or more members of the crew are

    behaving erratically from too much time at

    sea (see “Madness” in the DMG p. 258). This

    could be comical superstition or sinister

    sabotage. A few days in port ought to cure the

    madness… or a good keelhauling.

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    Navigation Hazards (d10)1. Doldrums. Whether a naturally occurring

    stretch of ocean untouched by winds, or a

    region of “dead calm” cursed by an evil sea

    god, no breeze sirs to catch the sails and no

    current o fers escape for 10d10 nauical

    miles. Sargasso mats and undead arecommon. The weather is hot and dry, and

    sailors must make a Consituion saving

    throw (DC 10 + 1 per day trapped) each day to

    avoid becoming sun-touched. Sun-touched

    sailors su fer a level of exhausion and 1d4

    Wisdom damage. If a sailor’s Wisdom is

    reduced to 0, they are compelled to drink

    saltwater and/or swim o f. 

    2. Lost. The ship has gone woefully o f course,

    possibly due to magic, the Bermuda Triangle,

    bad charts, a landmark that shi ted, orstrange ides conjured by an evil sea god.  

    3. Marine Minefield. Marine mines were just

    beginning to be used during Queen Anne’s

    War, though they are jury-rigged

    temperamental devices. During first watch,

    the mines may be spotted with a passive

    Percepion score of 15. If they are not spotted,

    the helmsman must try to steer around them

    with a DC 15 Dexterity (water vehicles) check.

    Striking a mine has a 75% change of

    triggering an explosion equivalent to 1d4

    barrels of gunpowder (20 fire damage each).  4. Rogue Waves. Gargantuan waves several

    stories tall (some even surpassing 100 feet!)

    come at the ship, threatening to capsize it. If

    the ship is moving at least 12 knots, a

    helmsman can navigate the waves with a DC

    25 Dexterity (water vehicles) check.

    Alternately, a cleric of 10th level or higher

    may attempt to call on Divine Intercession to

    be saved, while a character with ies to the

    Abyss might form a pact with an Abyssal Lord

    to spare them. Otherwise, the players must

    roll 2d6 for the ship. A result of 2-5 indicates

    it has been capsized and destroyed, with crew

    le t to fend for themselves in deadly waters. A

    result of 6-11 indicates the ship is severely

    damaged and several crew were lost, but they

    survived. A roll of 12 indicates a miraculous

    safe passage thru the rogue waves! 

    5. Sargasso. Sargasso consists of giganic thick

    matted clumps of seaweed that slow any ship

    entering it to a standsill. Sargasso mats can

    be walked across as di ficult terrain, but a DC

    15 Dexterity (Acrobaics) check may be

    required at some points to avoid falling thru.

    O ten, sargasso mats are the site of derelict

    slime-covered ships, roting carcasses, and

    scavenging SEA BEASTIES. 

    6. Sea of Stars. Blue bioluminescent

    phytoplankton glimmers in the astoundingly

    re  lecive waters at night. Charisma checks

    are required to get crew to follow the

    simplest of commands, otherwise they

    simply stare amazed. Looking too long at

    images re  lected in the water requires a DC 12

    Wisdom saving throw or the character is

    charmed by the sea of stars and tries to jump

    overboard. In some cases, the night sky might

    seem to descend into the sea and the enire

    crew experience strange visions as per the

    dream spell or a sensaion of   lying. There is a50% change that sirens* or ABYSSAL BEASTIES 

    will be encountered. 7. Shallow Waters. A shoal, reef, sandbar, or

    idal marsh presents a danger to ships with a

    deep dra t. 

    8. Saint Elmo’s Fire. Named a ter the patron

    saint of sailors, Saint Elmo’s Fire manifests asblue-green   lames or spheres of light at the

    top of the masts and dancing along the

    yardarms. Though sailors regard it as good

    luck - increasing crew quality by one rank for

    several hours therea ter - it actually signals

    great atmospheric electricity. This interferes

    with the funcioning of compasses and

    signals an impending lightning storm. 

    9. Shores of Death. A strange fog covers 1d6

    square nauical miles, reducing visibility to

    300 feet or less. It chills the bone and echoeswith voices of the dead. Reduce crew quality

    by one rank while in the fog. Will-o’-wisps

    can be seen in the distance and numerous

    ski fs bearing the recently dead to their

    judgment crawl thru the fog pilots by

    marraenoloths*. 

    10. Waterspouts. Short-lived convective winds

    (1d6 x 10 minutes) create 1d6 mini-tornadoes

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    over the water with the potential to carry

    unsecured creatures and objects aloft. A

    helmsman who recognizes the danger can

    adopt a 90° course away from the waterspouts’

    direction of travel to avoid them.

    Special Sea Encounters (d10)1. Land Ho! An uncharted island is spotted.

    Refer to the Island Encounters tables. 

    2. Maelstrom. A storm of vengeance spellcoupled with massive whirlpools. 

    3. Shipwreck. (d4)(1) Rapidly sinking ship with 5d10 survivors

    and d100% of its cargo intact. Roll on the

    CARGO HOLD table to determine what the

    ship was carrying.

    (2) Ship is smashed on rocks or beach with

    no or few survivors.(3) Ship is wrecked on shoal or reef, half-

    submerged, and overgrown with sea life.

    (4) Shattered remnants of a demolished ship,

    likely destroyed in naval combat.

    4. Ghost Ship. A ghost ship haunts the waters.

    Roll on the WARSHIP SIZE table. Roll a d6 to

    determine the composiion of the crew:

    (1)  Zombies.

    (2)  Shadows.

    (3)  Amphibious ghouls called “lacedons.”  (4)  Specters.(5)  Wights.(6)   Vampire spawn.

    Roll a d8 to determine the captain’s nature:

    (1)  Zombie lord*.

    (2)  Ghast .(3)  Ghost .(4)  Revenant .(5)  Wraith.

    (6)   Vampire.

    (7)  Death knight.

    (8)  Lich.

    Roll a d6 to determine their moivaion:(1) Li t a curse.(2) Take revenge on an enemy.

    (3) Increase the size of their crew.

    (4) Fulfill an oath the captain made in life.

    (5) Reach the Shores of Death.(6) Destroy another ghost ship in a cycle they

    are doomed to reenact for eternity.

    5. Thing in the Hold. What monster lurks in

    the ship’s hold? Roll a d6!

    (1) Roll on the PORT BEASTIES table.

    (2) Roll on the ABYSSAL BEASTIES table.

    (3) A mimic.(4) A crew member’s nightmare made

    manifest.(5) Creepy crawlies like s irges, giant

    cen ipedes, and swarms of insects

    hatched from dire weevils.

    (6) A stowaway of a sniveling monstrous

    humanoid race like a goblin or kobold.6. Enemy. One of the PC’s enemies has located

    their ship and devised a cunning strategy to

    take them down. 

    7. Castaway. A single castaway marooned on a

    sandbar or   loaing on a piece of   lotsam.

    What is their story? Roll a d6!(1) Led a failed muiny against their captain.(2) Refused to accept a new captain insilled

    by muiny.

    (3) Thrown overboard as a traitor, true or not.

    (4) Knocked overboard during a storm.(5) Knocked overboard during a naval battle

    and their captain abandoned them.

    (6) Su fers severe amnesia.

    8. Legend of Piracy. Roll a d6!

    (1) Benjamin Hornigold of the Mary Anne.

    (2) Henry Jennings.(3) Edward “Blackbeard” Teach of Queen Anne’s Revenge.

    (4) “Calico Jack” Rackham, Anne Bonny, and

    Mary Reade.

    (5) Bartholemew “Black Bart” Roberts of the

    Royal Rover .(6) Charles Vane of the Ranger .

    9. Loa / Sea God(ess). Roll a d6!

    (1) Agwé, Load of the Tides.

    (2) Damballah.

    (3) Simbi.(4) Neptune / Poseidon.(5) Calypso.(6) One of the Lords of the Abyss.

    10. Spanish Treasure Fleet. Fleet of ships

    carrying South American treasures back to

    Spain. Treat this as muliple ships with a

    result of “12” on the CARGO HOLD table.

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    Island EncountersWhen rolling encounters for an island, roll 1d4

    imes on the ISLAND FEATURES table and 1d4 imes

    on the ISLAND BEASTIES table, then combine the

    results.

    Island Features (d20)1. Ac ive Volcano. Periodically the volcano

    belches forth ash or causes tremors, and lava

      lows can be found on one side of the island. 

    2. Beach (d6)

    (1) Strange colored scinillaing sands,

    potenially quicksand or sinkholes (see

    the DMG pg. 110).(2) Debris including ship parts, bones, sea glass,

    mollusk shells, messages in a bottle, etc.

    (3) Hundreds of crabs and giant crabs.(4) Hundreds of shore birds nesing on blu fs

    overlooking resing seals and turtles.(5) Mirthful faces form in the surf, and

    anyone going for a swim removes a level

    of exhausion but finds a trinket of their

    gone missing.

    (6) Blowholes send ocean spray dozens of feet in

    the air and sucking currents form riptides.

    3. Buried Treasure (d6)(1) The trees are adorned with the wax-

    covered hands of corpses which point the

    way to treasure when their fingers are lit

    on fire, but also coninually cast animatedead every 10 minutes while lit.

    (2) Treasure in a cave is protected by a

    gauntlet of traps.

    (3) A cache of food, water, sails, pistols, and

    powder is in a makeshi t cellar.

    (4) A complex treasure map is worked into

    the landscape, but the whole picture is

    only visible from a lookout point above.(5) A treasure chest that was already dug up,

    but may or may not be opened.

    (6) A sunken shipwreck just o f the island’s

    coast holds the treasure.4. Carcass (d4)

    (1) A massive skeleton covered with canvas

    has been turned into a ramshackle

    dwelling.

    (2) A dire squid carcass is feasted on by gulls

    with malign red eyes.(3) A small ship was swallowed by a whale

    that has long since decayed, and the ship

    could be restored to working order.

    (4) Despite grievous wounds, a beached

    whale sill clings to life by a thread.

    5. Chasms and Rope Bridges. 40-100 foot longtropical chasms are spanned by crude rope

    bridges entwined with vines. Crossing these

    narrow bridges requires a DC 8 Dexterity

    (Acrobaics) check or a character slips and

    may fall. If there are muliple islands, the

    bridges connect them. 6. Cove (d6)

    (1) The hideout of a group of  buccaneers* or

    pirates*.

    (2) Enchaning waters of the cove lure

    creatures failing a DC 15 Wisdom savingthrow to swim. However, the waters are

    treacherous and humanoids entering

    immediately being drowning.

    (3) The cove is peaceful with tropical birds on

    the cli fs and a white sand beach.

    (4) Numerous forested islets and sea stack

    make the cove a maze to navigate.

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    19.  Voodoo (d6)(1) A bokor* or houngan/mambo’s* hut filled

    with gris-gris.(2) Signs of a ritual feast with Veve symbols

    marking an old Voodoo site.(3) Shrunken heads throughout the island

    pose riddles and tell terrible jokes.(4) “Hot foot powder” traps are scattered

    across the island, causing anyone coming

    into contact with one to feel the urge to

    leave the island as soon as possible.

    Anyone a  licted by this curse attracts the

    ire of the naive inhabitants.(5) Corpses of white men in slave shackles,

    their bodies arranged to spell the Lain

    word Vindicta.(6) The veil is thin on the island and one or

    more Load can appear in any re  lecive

    surface or in dreams of the faithful.20. Water Feature. Roll a d6 to determine the

    basic form of the water feature:

    (1) Creek

    (2) Rice terrace.(3) Sacred spring.(4) Swamp.

    (5) Tide pools.

    (6) Sacred spring.

    Shall we go for a swim? Roll a d6!

    (1) Yes! The leeches would love you. Reducemaximum hit points by 5 unil treated.(2) Yes! The guardian spirits would love to

    take 10 years from your delicious life.

    (3) Yes! The bacteria will have a field day.

    Make a DC 10 Constitution saving throw or

    suffer a level of exhaustion. If drinking the

    water, no save is allowed and the drinker is

    poisoned until taking a long rest.

    (4) Yes! It’s perfectly safe.

    (5) Yes! The guardian spirits may grant those

    who observe the proper bathing ritual ablessing or 10 years added to their life

    expectancy.(6) Yes! It’s magic water that permanently

    grants +1 Charisma to anyone bathing for

    at least 1 hour. However, anyone bathing

    must make a DC 15 Wisdom saving throw

    or spend 2d12 hours lost in reverie they

    share an inimate secret.

    Island Beasties (d20)1. Constructs (d4)

    (1) 1d6 helmed horrors as cursed Spanish

    conquistadors.(2) 2d6 scarecrow as savage e figies come to

    life at the behest of their  bokor* master.(3) A shield guardian with a great African

    shield stretched with leopard skin stands

    lonely vigil, awaiting its long absent master.

    (4) An ancient statue is actually a clay golem

    that awaits acivaion with a magical keyor command word.

    2. Dark Predator (d6)

    (1) A lamia and her jackalwerehunters treat

    the island as their personal hunting ground.

    (2) A mind   layer singles out a spellcaster PC,

    dominaing various beasts to stalk them,

    attemping to drive them to madness or

    death.

    (3) An oni drops bits of treasure, seeking to

    divide and conquer the PCs.

    (4) An owlbear as the stork-leggedChickcharney of the Bahamas has a speedof 50, prehensile claws, and Stealth

    proficiency. Sailors believe it has the

    power to bestow or steal luck.

    (5) A panther with the shadow dragon

    template, resistance to non-magical

    weapons, and a taste for man-  lesh.(6) A tyrannosaurus rex.

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     T R EA S U R E  MA P S 

    A  G R EA T  WA Y  T O  E N C O U RA G E 

     C HA RA C T E R S  T O  E X P L O R E 

    A N 

     I S LA N D  I S  W I T H  C L U E S  L E F T  O N

     

    A  C R Y P T I C  T R EA S U R E  MA P. 

     Y O U  CA N  S L I P A  T R EA S U R E 

     MA P  I N T O  S O M E  B O O T Y  T H E Y 

     U N C O V E R,  P U T  I T  O N  T H E  BA C K 

     

     O F A  TA T T O O E D  P I RA T E,  O R 

     MA K  E  I T  CA R V E D  O N A  C L I F F.

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    3. Demon Cult. A mask-wearing bar-lgura leads

    a savage cult of dretches, carnivorous apes,

    and cul ists. What is its goal? Roll a d6!

    (1) Sacrifice enough souls to summon a

    goristro.(2) Whip its followers into a fighing frenzy

    to seize a ship and escape the island.(3) Find a suitably villainous soul to replace

    the dying bar-lgura.

    (4) Prove to a capive philosopher that man is

    merely a base animal.4. Djab. The Dark Caribbean is filled with dark

    spirits ranging from the wise to the horrible.

    For example, a shadow demon might appear

    as a diminished djab attemping to make a

    deal with Voodoo praciioners to restore its

    power, while a vengeful bokor* might

    summon shadows against his enemy. True

    djab, however, are beyond the physical world,

    and are better thought of as the sorts of

    eniies a warlock makes a pact with. 

    5. Flying Beas ies (d12)

    (1) Aarakocra, rare bird-people believed by

    pirates to hatch a golden nugget from

    their throat.

    (2) A chimera guarding a crown said to grant

    immortality to the worthy. Its dragon-

    head would have claimed the crown long

    ago, but the other heads disagreed.(3) 2d6 wild cockatrices, possibly pursued by

    kenku attemping to capture them for use

    in cockatrice fighing rings in Nassau.

    (4) A   light of gri fons or hippogri fs dance

    around the island amidst rainbows.

    (5) 2d6 harpies (immature sirens) engage in a

    cat-and-mouse hunt of the PCs,

    attemping to prove themselves to their

    siren* mother waiing o fshore.

    (6) An excepionally lazy man icore 

    “worshipped” by any humanoids on theisland with gi ts of food and incense.(7) A lone black pegasus.(8) 2d6 perytons as all that remains of a

    cursed Mayan elvish people.

    (9) 2d6 pteranodons mercilessly hunt

    anything and everything smaller than

    them.

    (10)A roc sleeps on the island’s peak, but

    prefers to hunt at sea.

    (11)3d10 s irges lurk near water or come out

    at night,   leeing at any sign of hosility

    only to return again with double their

    number.(12)1d4 wyverns tear apart any herd animals

    present on the island.

    6. Giant Animals. Islands of the Dark

    Caribbean teem with wildlife. Any of the

    giant beasts from the “Miscellaneous

    Creatures” secion of the MONSTER MANUAL 

    could be encountered. 7. Giants and Kin (d8)

    (1) A tusked cyclops always forgeting where

    it put its herd of giant goats.

    (2) 1d12 hill giants that treat the island as a

    playground. Their favored sport is kicking

    a human skull about like ball.(3) An et  in that contemplates a way to

    escape its island prison, but can never

    settle on one course of acion.

    (4) A fire giant (on a volcanic island).(5) A fomorian guarding a secret magical

    chamber beneath the island’s heart. From

    this chamber it can cast its evil eye

    anywhere across the island on a clear day.

    (6) 2d6 ogres dumber than bricks trying to

    figure out what to make of some traces ofhuman explorers, like a compass or tents.(7) A wise stone giant unable to leave its

    mountain throne due to a sea witch’s

    curse slowly paralyzing it.

    (8) A storm giant whose lover sacrificed him

    or herself centuries ago and took the form

    of the island. The giant acts as steward

    and caretaker of the island.

    8. Insec ile Beas ies (d4)

    (1) 2d4 ankhegs. 

    (2) A darkmantle.(3) An ettercap accompanied by giant spiders.(4) 2d10 rust monsters known as “rust lobsters.”  

    9. Monstrous Humanoids (d8)

    (1) Marauding band of gnolls.

    (2) Degenerated cave-dwellers (grimlocks).

    (3) Hobgoblins slavers and head-hunters.

    (4) Kobolds proficient in Stealth called “tasloi” ,riding giant spiders or giant wasps.

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    (5) Minotaur culists with a trap-filled

    labyrinth into which they send sacrifices

    to their dark god.

    (6) Orc cannibals revering Grumsh One-Eye.

    (7) Troglodytes as small-sized uncouth

    “troggies” with a curious immunity tobludgeoning damage and a hatred of

    spellcasters and all things magical.

    (8) A group of amphibious trolls known as

    “scrags” with Stealth proficiency and onlyable to regenerate in saltwater.

    10. NPCs (d8)(1) Pygmy (wood gnome) tribal warriors with

    an inane noion about turning a “big one”

    into a ship.

    (2) Arawak or Carib tribal warriors.

    (3) Amazons scouts try to avoid the PCs while

    they send one spy to infiltrate the PCs

    ranks, determining if any female PCs are

    worth inviing to their fold, and if any

    male PCs are worth taking capive as

    husbands.

    (4) Shipwrecked sailors* are led by a mad

    naval captain* who destroys all attempts

    to signal the outside world.

    (5) A group of  buccaneers* led by a bandit

    captain huning a giant boar.

    (6) A marooned NPC who the PCs are already

    familiar with.11. Pack (d6)(1) 2d4 allosaurs.

    (2) 2d10 death dogs.

    (3) 1d4+1 displacer beasts.

    (4) 2d6 gricks.

    (5) 2d4 hell hounds.(6) 2d6 dire wolves or worgs.

    12. Plant Beas ies (d6)

    (1) A group of amphibious  blights.

    (2) A coelenite* grown over skeletons or

    zombies that it controls.(3) A dryad as a Mayan spirit or female pirate

    le t ied to a silk cotton tree.(4) A large bloom of fungi and myconids.

    (5) A shambling mound comprised of

    seaweed and shore plants.

    (6) A treant that is telepathically linked to the

    Mesoamerican World Tree.

    13. Spooky Ladies (d4)(1) A banshee calling out to the spirits of her

    dead tribe or shipmates.

    (2) A night hag disguised as a mambo

    accompanied by scarecrow nkisi (voodoodolls / poppets) bearing a subtle

    resemblance to the PCs. Each nkisi has asympatheic magical connecion to one of

    the PCs, such that if anyone but that PC

    damages the nkisi, then that PC takes anequal amount of damage.

    (3)  Mama Dglo, also called maman du l’eau, isa man-eaing siren who can assume the

    form of a woman on land and cast spells

    as an 8th level bard.

    (4) A medusa with jellyfish-like tendrils forhair whose gazes evokes the dreadful seas,

    calcifying those who draw her ire. 14. Tricksters (d6) Tricksters abound in the lore of

    the Dark Caribbean, and generally they are

    amoral entities more concerned with teaching

    mortals hard lessons than good or evil.

    (1) Anansi, a wise story-loving West African

    trickster, who appears as a man, a spider,

    a giant spider, or a spellcasing drider.

    (2) Brier Rabbit or Coyote, a Mayan trickster

    too smart for his own good, who appears

    as a man, a rabbit or coyote, or an

    arcanoloth.(3) A Mesoamerican Nahual - a druid withanimal shapeshiing powers.

    (4) A kenku as a “keeteel” surviving as ascavenger and smuggler.

    15. Undead (d8)

    (1) A pile of bones with a golden box at the

    center. The bones animate as skeletons

    only if the box is disturbed.

    (2) A   lameskull guarding a secret door.

    (3) The ghost of a pirate who died wandering

    the island and was never able to solve thepuzzle of the treasure map still gripped in

    the fingers of the pirate’s corpse somewhere.(4) 2d6 ghouls and a ghast as marooned

    vicims who turned to cannibalism.

    (5) Upright stone sarcophagi are worked into

    the cli fside, serving as stairs above a

    perilous drop into the ocean. The

    sarcophagi-stairs lead up to a tomb

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    worked into the cli f. However, once PCs

    are midway thru the “stairs”, mummies

    lurking in the sarcophagi awaken.

    (6) The revenant of a pirate hunter sworn to

    bring an end to all pirates everywhere.(7) 3d6 shadows stalk the island at night, only

    avoiding specific glades or magic circles

    that are warded against them.

    (8) 2d6 wights dressed in tribal headdresses.

    They are Lawful Neutral, but are ruthless

    in carrying out the wishes of their tribal

    elders as they perished to disease.16. Water Beas ies (d4)

    (1) A group of  bullygwugs revering a frog

    idol with emeralds for eyes.

    (2) A tribe of lizardfolk whose prophecies

    describe a group of characters like the

    PCs… as the “great feast for Semuanya.”(3) A water weird guarding a secret falls.(4) Several giant anemones* or giant sea

    urchins* in the ide pools.

    17. Wild Men (d4)

    (1) Ravenously hungry blemmyae*, speaking

    what sounds like gibberish.(2) A centaur as the creature which inspired

    the “burokeet” (donkey-man) dances inTrinidad and Tobago.

    (3) A satyr with a penchant for rum orgies

    and challenging bards to musical contests.(4) A group of ye is as Dominican biembiens ,Mayan sisimité , or simply hairy wild men.

    18. Wyrms (d6)

    (1) A narcissisic basilisk with an unhealthy

    fascinaion for re  lecive surfaces.

    (2) A behir adapted for the jungle.(3) 2d4 carrion crawlers scavenging the

    campsite of any intruders.

    (4) A couatl bearing a prophecy from an

    ancient Mesoamerican culture.

    (5) A  lightless green dragon as the double-headed serpent of Aztec myth.

    (6) A spirit naga (50%) or a guardian naga (50%).19.  Yuan-Ti. Masters of the island, the yuan-i

    have their own serpenine cult parodying

    real-world religion, and are accompanied by

    giant poisonous snakes, giant constrictor

    snakes, and swarms of poisonous snakes. 20. Roll a d20 on the SEA BEASTIES table.

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     TH E AR T O F CR EA T I N G A N

      IS LA N D 

     T O  MA K  E A N  IS LA N D  F E E L  D IS T I N C T,

      C O NS I D E R  H O W A L L  T H ES E 

     C O M P O N E N TS  I N T E RA C T  W I T H  O N E A

     N O T H E R.  W HA T  D O ES  T HA T S H I P 'S 

     MAS T H EA D  T O T E M  M EA N  T O  T H E  O G

     R ES  P LA Y I N G A  BA L L  GA M E  W I T H A 

     H U MA N S K  U L L ?  T O  T H E  B U C CA N E E RS S T RA

     N D E D  O N  T H E  IS LA N D ? 

    A D D I T I O NA L L Y, A N  IS LA N D  P R O V I D ES

     A N  EX C E L L E N T  O P P O R T U N I T Y  F O R 

     D O W N T I M E.  N O T  E V E R Y  DA Y  O N A N 

     IS LA N D  IS S P E N T A V O I D I N G  R O L L I N G 

     B O U L D E R  T RA PS A N D  O U T R U N N I N G A

     N G R Y  P Y G M I ES, A F T E R A L L! 

     C O NS I D E R  W HA T  I T  TA K  ES  I N  O R D E R  F

     O R  T H E  P CS  T O  GA I N A  L O N G 

     R ES T  O N  T H E  IS LA N D.  D O  T H E Y  N E E D

      T O  R EA C H A  C E R TA I N A R EA  W I T H 

     D R Y  F I R E W O O D A N D  F R ES H  WA T E R ?

      D O  T H E Y  N E E D  T O  ES TA B L IS H A 

     D E F E NS I V E  P E R I M E T E R A R O U N D  T H E

     I R  CA M P A GA I NS T  M O NS T E RS ? 

     T H ES E  L I T T L E  T O U C H ES  H E L P  T O  B R

     I N G A N  IS LA N D  T O  L I F E!

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    Undersea EncountersWith the ability to cast water breathing at 5thlevel, and a variety of magic items o fering the

    ability to breathe underwater, not to menion

    blessing from merfolk, the dark waters beneath

    the Caribbean Sea become an adventuring

    locaion pirates are likely to visit. You can check

    for encounters are frequently as you desire,

    though a good rate during travel through benign

    waters is once in the morning and once when the

    PCs take a long rest. In more hosile waters,

    making a check hourly is appropriate.

    Undersea Encounter Table (d10)1. Ocean Currents. Powerful ocean currents

    bu fet the area. Roll a d6 to determine which

    direcion they move in:(1) Upwelling of frigid water (see DMG p. 110)

    from the depths.(2) Lateral currents.

    (3) Circulaing currents moving in a

    clockwise or counterclockwise moion.

    (4) Descending currents suck everything

    down into frigid water.

    How strong are the currents? Roll a d4!(1) Light current moving 10-15 feet per round

    (1 knot).

    (2) Moderate current moving 30 feet per

    round (3 knots). A DC 15 Strength

    (Athleics) check is necessary to swim

    against the current or hold posiion.(3) Strong current moving 60 feet per round

    (6 knots). A DC 20 Strength (Athleics)

    check is required to swim against the

    current or hold posiion. If pushed into a

    solid obstacle a creature takes 1

    bludgeoning damage per 10 feet the

    current pushed it (maximum 20 damage).

    (4) Undersea bore or jet moving 90+ feet per

    round (9+ knots). A DC 20 Strength

    (Athleics) check is required to hold

    posiion. Swimming against it is

    impossible. If pushed into a solid obstacle

    a creature takes 1d4 bludgeoning damage

    per 10 feet the current pushed it

    (maximum 20d4 damage).

    2. Aqua ic Animals (d12)(1) A carnivorous scallop*, giant anemone*,

    or giant sea urchin*.

    (2) Dolphins, grey/right whales, or killer

    whales.(3) Giant eels*.(4) Giant seahorses (possibly re-skinned as

    hippocampi).(5) A dire squid*.

    (6) A giant whale (leviathan)*.

    (7) Octopi.(8) Sea turtles.(9) A giant shark, hunter sharks, or reef

    sharks.

    (10)A swarm of jellyfish*.

    (11)A swarm of quippers as barracuda.

    (12)A unicorn re-skinned as a wise gentle

    narwhal.3. Debris (d6)

    (1) Mostly useless   lotsam and jetsam which

    acts as concealment and di ficult terrain.

    (2) Sparse debris and trinkets may contain

    clues pertaining to what happened.(3) A sea of corpses.(4) Several salvageable pieces of equipment

    and minor clues amidst the debris.

    (5) Remnants of a failed diving expediion,

    including a diving bell worth 4,000 gp.

    (6) A small treasure chest containing a fewrolls on the individual treasure tables in

    the DMG Chapter 7.

    4. Coral Reef. While mostly found in coastal

    waters, some deepwater coral exists at up to

    200 feet depth. They are unique ecologies

    host to many aquaic animals (anemones,

    crabs, eels, sea slugs, singrays, turtles,

    urchins) and someimes are used as either

    temporary or permanent shelter by SEA 

    BEASTIES. Any creature cut by coral will

    develop a rash. 5. Undersea Cave (d6)(1) A “blue hole” of prisinely opaque blue

    water with high salinity.

    (2) Maze of coral.

    (3) Dragon turtle’s hollowed out shell.

    (4) Web of calcified stone and sand

    (5) Spiky chamber inside a dead giant urchin.(6) Bottomless hole diving into the Abyss.

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    Sunken Shipwreck (d10)1. Habitat. Overgrown with sea plants and

    barnacles, the ship serves as habitat for a

    variety of aquatic animals, sharks in particular. 

    2. Fragile. The ship is on the verge of falling

    apart or falling over the edge of a sea trench. 

    3. Ancient. The ship is centuries old, from beforethe European powers came to the Caribbean.

    Is it elvish? From another world?  

    4. Haunted. A ghost or specter haunts the ship,

    bound to its fetter within a chest that contains

    several rolls on individual treasure tables in

    the DMG. 

    5. Political Secret. The fate of the ship was

    covered up by the powers that be, but the truth

    can be determined from the wreck. 

    6. Cargo Partially Intact. Roll on the CARGO HOLD 

    ta