This post equips you with the essential tools to create a thrilling and immersive adventure aboard a ship, filled with quests and exciting challenges that will captivate your players and leave them eager for more.
Ahoy, sailors and Dungeon Masters! We welcome you aboard deck to hear from Firelight Fables about how to create an immersive seafaring, ship-themed quests.
Today we are highlighting our Captain’s Quarters scent, designed to place you aboard a seafaring vessel with the aromas of teakwood, cardamom, caramel, and pipe tobacco.
We hope that this fragrance, along with the resources we have included below, will enhance your sea-faring D&D adventure!
Here is what you will find in this post:
Variant Ship Captain Stat Blocks Including:
Undead Captain
Vampire Captain
Illithid Captain
Marid Captain
Using Sailor Jargon
Create a Unique Ship Name
Pre-made Pirate & Ship-themed Adventures Modules & Campaigns
Strategies and resources for boosting immersion and stimulating all five senses in a seafaring-themed adventure, including:
And a ton of additional outside D&D resources for your adventure.
Weigh Anchor and Hoist the Mizzen - let’s get on to sailing ya' scallywags!
Story Hooks & Encounters for an Unforgettable Marine Time Adventure
Here's some unique story hook ideas to get your next adventure moving across the waves. Check out some of these ideas and mold them for your own game!
1. The Cursed Captain's Log: An ancient, weathered captain's log suddenly appears on your ship attached to a magical key. In the unknown captain's last words, they write that this golden key can magically unlock any treasure chest or door, but while the key remains at sea, the owner will be hunted by all the undead captains who owned it previously.
2. Ghost Ship on the Horizon: A ghost ship appears on the horizon every night and it is gone without a trace each morning. Its consistent presence is causing fear among sailors. The party must attempt to board the ship, uncover its unknown past, and lay the spirits to rest.
3. The Kraken's Revenge: The Cult of the Kraken instills terror on the high seas as they relentlessly pursue a mystical artifact, aiming to wield its power and reign supreme over the seas in the company of this formidable creature.
4. Pirate King's Ransom: The party is tasked with rescuing a noble kidnapped by the infamous Pirate King. They must infiltrate his stronghold, locate the noble, and outwit the pirate crew. Download this free pirate fortress here!
5. The Siren's Call: Sailors on your ship are being lured to their doom by the enchanting song of Sirens. The party must find a way to resist and disrupt the call, confront the Sirens, and break the enchantment to protect the rest of the crew.
6. The Black Market Auction: The party receives an invitation to a secret Black Market auction aboard a notorious pirate ship. They must navigate the dangerous waters of piracy, intrigue, and deception to secure a valuable item up for bid. Check out this list of items that could be used in the Black Market sale for more inspiration.
Ship-themed Skill Challenges
Here are some ship-themed skill challenges for your D&D game!
If you have experience running this mechanic in game and determining difficulty levels, click here to be taken straight to our skill challenges
If you are new to running skill challenges or want a brief refresher on how they work, keep reading.
We believe this video by the Dungeon Coach is the most clear and concise resource for beginners, sharing how to run skill challenges and offering excellent examples of how they could play out in-game. You can also check out these Skill Challenge resources by Kobold Press for more info.
Unless otherwise specified, we assume this rule system will be used for skill challenges. Occasionally, we may provide different styles of skill challenges, but we will specify any variations in the descriptions provided.
A couple notes on running skill challenges:
Setting DCs and Number of Successes Needed: We recommend utilizing these charts in the GMs binder to determine the DC required for earning a success, as well as the number of successes needed to succeed on the skill challenge.
Using Spells: If a player wants to cast a spell to enhance their chances of success, we recommend that they still make a skill check associated with their desired outcome, and then add the spell's level x 2 to the roll (ex. a second level spell = +4).
Complications: It can be fun to add in complications in the form of hazards, terrain changes, third party interventions, dangerous events, etc., at the end of each round. Sometimes we will provide complication suggestions for many of the skill challenges.
Degree of Success/Failure: It can be helpful to have different outcomes based on the number of failures accumulated. We will provide suggested outcomes based on the degree of failures.
The Mutiny
Social Encounter Skill Challenge
A mutiny breaks out on the party's ship, led by the treacherous first mate who seeks to overthrow the captain. To avoid a chaotic showdown between the loyalists and the dissenters, the party must skillfully navigate the volatile situation and prevent the captain from being forced to walk the plank.
This challenge tests the party's social skills and ability to influence others. How will the party restore order on the ship and prevent the unhappy crew from running rampant?
Complication: At the end of each round, the PCs must make a Persuasion check (DC 10) to try to maintain control over the situation. On a failure, they must roll their check in the next round with disadvantage.
On a Success: The party successfully deals with the mutiny, either restoring order or leading a peaceful transition of power. The crew remains loyal, and the ship continues its journey without further issues. Here are some more potential rewards:
Crew Loyalty: The crew's loyalty is solidified, granting the party advantage on future Charisma-based checks involving the crew.
Morale Boost: The successful resolution boosts crew morale, improving efficiency and the speed your ship can now travel.
Influence: The Captain now owes the party a favor.
Results Based on # of Failures
1 Failures: The mutiny comes to a close for now, but there are still some tensions.
2 Failures: The ship suffers moderate damage to its morale and efficiency. The first mate is made to walk the plank, and the crew is divided.
3 Failures: Combat ensues upon the ship and the captain is made to walk the plank.
Infiltrating the Captain's Quarters
Infiltration Skill Challenge
The party must stealthily infiltrate a pirate ship, avoid detection, and steal treasure from the captain's quarters. This challenge tests the party's stealth, dexterity, and quick thinking. How will the party navigate the dangers and secure the treasure without alerting the entire ship?
Complication: A new set of crew members are taking over the watch and are much more awake and vigilant. The PCs must make a Stealth check (DC 12) to avoid detection. On a failure, they must roll their check in the next round with disadvantage.
On a Success: The party successfully steals the treasure! It is up to you as the DM to determine if this is a gold value or a specific item. Additionally, you can choose to reward the party with one of our ship-themed magic items.
Results Based on # of Failures
1 Failures: The party steals the treasure but encounters minor obstacles and alerts a few pirates. The captain and crew are now aware of the party's identity.
2 Failures: The party only secures half of the treasure value due to the hasty escape and the captain and crew are now aware of the party's identity.
3 Failures: The party fails to secure the treasure and is now wanted by the pirate crew and captain.
Dueling on the Deck
The party faces off against a rival pirate crew in a series of duels for both fun or more dangerous consequences. This skill challenge will test their combat prowess, wits, and strategic thinking.
EACH PLAYER will partake in every round of skill checks. The goal is to be the last one standing. Players will engage in specific skill checks during each round, often presented with multiple options to choose from.
Each of these checks are opposing rolls between the player and opponent - whoever rolls higher succeeds.
The player and their opponent will continue through each challenge, keeping tally of how many successes and failure they accumulate.
Insult Check
If you want to add a bit of flare and dramatics to your duels, why not add a bit of back and forth readily available for your players! Between each skill check, both player and opponent have the opportunity to lash out with words to psych out their opposition.
Before each opposed skill check, a party member can try to intimidate or dazzle their opponent with a challenging Intimidation or Performance check. This roll will be contested by their opponent.
On a Success: Your words are so biting, your enemy falters for a long enough moment you can gain the upper hand. The winner gains advantage on the next skill challenge check.
Pro Tip: Since it can be tough to channel the constant wit and mockery Bards are born with on the spot - take a look at this list of insults and comebacks from an old classic pirate game, Monkey Island! Hand these out to your players to read off, their rolls determining if they receive the comeback or insult.
Dueling Checks
1. Draw Your Weapon: Make either an Initiative roll to see who draws and strikes first.
2. Parry and Dodge: Make either an Acrobatics check, or Athletics check to dodge out of the way of an incoming attack.
3. Counterattack: Make either a Deception check or an Insight check to feint and strike.
4. Avoid Being Disarmed: Make either a Strength Saving Throw or an Dexterity Saving Throw.
5. Final Blow: Make an Attack roll.
On a Success: The player who wins the most skill checks wins the duel and the respect for their formidable wit and swordplay! Depending on your in-game situation, this could result in the surrender of a rival Captain or winning a bet placed on the duel.
Navigating a Sea Storm
Skill Challenge
The party's ship is caught in a fierce sea storm, testing their nautical skills and teamwork. This skill challenge will require quick thinking, coordination, and courage. How will your party navigate through the tempest and ensure the safety of the crew and ship.
*This skill challenge works best in game if you are using actual ship stats and sailing mechanics for exploration and combat.
HOW TO RUN THIS CHALLENGE: EACH PARTY MEMBER will take turns making a required skill check, each representing different aspects of navigating the storm. Only one player can make a check for the given round. If they fail the check, immediate consequences will follow. The goal is to successfully guide the ship through the storm without incurring severe damage or loss. Adjust the DC of the checks as needed depending on the party's levell
Optional Pre-Skill Challenge Check
Before starting the main skill challenge, each party member can attempt to bolster their resolve and prepare for the storm with a Survival check or Constitution Saving Throw (DC 15).
Success: The player gains advantage on their first skill challenge check.
Failure: No additional effect.
Skill Challenge Rounds
1. Secure the Ship
Check: Make a Athletics check (DC 13) to secure the ship’s rigging and tie down loose cargo.
Outcome: Success means the ship’s supplies and equipment remain intact. Failure means some cargo is lost overboard, reducing the ship's supplies and leading to a -1 penalty on subsequent checks.
2. Dodging the Waves
Check: Make a Survival check (DC 14) to read the waves and steer the ship safely.
Outcome: Success keeps the ship on course and avoids the worst of the storm. Failure means the ship takes 2d10 bludgeoning damage from the waves.
3. Managing the Crew
Check: Make a Persuasion or Intimidation check (DC 12) to maintain order and keep the crew focused.
Outcome: Success keeps the crew calm and efficient. Failure results in a chaotic crew, causing the ship to take 1d10 additional damage as tasks are mishandled.
4. Repairing Damage
Check: Make an Investigation check (DC 15) to identify and quickly repair critical damage to the ship.
Outcome: Success prevents the ship from taking on water or losing key functionality. Failure means the ship's speed is reduced by half.
5. Riding Out the Storm
Check: Make a Constitution saving throw (DC 14) to endure the physical toll of the storm and keep working.
Outcome: Success keeps the characters fit and able to continue their duties. Failure results in 1 level of exhaustion for all players and crew members.
Completing the Skill Challenge without failing a check: The ship remains intact with minimal damage. The crew also gains a morale boost, providing a +1 bonus to future skill checks for the next day.
Unique Ship-Themed Magic Items
We've created a few ship-inspired magic items for your players to discover on their travels!
Captain's Compass
Wondrous item, uncommon
This enchanted compass always points to the nearest source of treasure within 10 miles. Once per day, the user can cast the spell Locate Object.
Boots of the Buccaneer
Wondrous item, uncommon
These boots allow the wearer to walk on water as if it were solid ground. Additionally, they grant the wearer advantage on Dexterity (Stealth) checks made while aboard a ship.
Giant's Fist Anchor
Wondrous item, very rare
This anchor crafted by storm giants prevents the ship from being moved by storms, strong currents, teleportation, or other magical forces while the anchor is dropped into the sea.
Mechanical Parrot
Wonderous item, uncommon
This cleverly crafted mechanical parrot can mimic any voice or sound it hears. It can be used to deliver messages or distract enemies. This Mechanical Parrot rolls it's own initiative and takes the dodge action if not issued an order by its owner. Once per day, it can cast the spell Message.
Bloodlust Cutlass
Weapon (scimitar), rare (cursed)
This finely crafted cutlass deals an additional 2d6 necrotic damage on a hit. Cursed: The wielder must succeed on a DC 15 Wisdom saving throw when attempting to stow the blade or be compelled to attack the nearest creature, friend or foe.
Variant Pirate Captains
Tired of the plain old bandit and swashbuckler stat blocks? Here are some super fun variant pirate enemies to spice up your adventure!
Undead Pirate Captain: With a ghostly crew and an unquenchable thirst for revenge, the Undead Pirate Captain haunts the seas, seeking to drag the living into the watery depths.
Vampire Pirate Captain: This bloodthirsty buccaneer prowls the night seas, commanding a ship of enthralled minions and hunting for fresh victims to sustain his eternal life.
Ilithid Pirate Captain: Combining psionic powers with naval warfare, the Ilithid Pirate Captain manipulates the minds of enemies and allies alike, steering the crew towards hidden treasures and dark secrets.
Marid Pirate Captain: Commanding the power of the seas and the winds, the Marid Pirate Captain navigates the most treacherous waters with ease, summoning storms and tidal waves to obliterate foes.
On top of that... some of the most memorable pirate captains on the high seas are renowned for their intense, commanding presence - Davy Jones, Black Beard, Captain Barbosa, Long John Silver - striking fear into the hearts of all those they cross…and then we have our most beloved, Captain Jack Sparrow!
Needing EVEN MORE pirate captains or variety in your sailor stat blocks? Checkout these homebrewed characters here!
Okay...I think that should suffice. 😂
Ship Traps
Going down with the ship has an entirely new meaning when you embed various traps into the deck of your ship. Here are some ship-themed trap ideas to catch your players in!
Tainted Rum
Every sailor has a deep affection for their beloved rum, considering it an essential part of their seafaring adventures. However, the joy of indulging in this cherished drink can quickly turn into a nightmare when tainted with poison.
Trigger: A PC drinks the poisoned rum.
Effect: If drank, 1 hour after ingesting the rum, anyone who drank it is dealt 3d6 Poison damage and has the Poisoned condition for 8 hours, unless cured by non-magical or magical means.
Countermeasures: When a PC examines the rum, they can perform a Medicine or Nature check (DC 12) to identify any anomalies. A successful check reveals irregularities in the rum. If they succeed by 5 or more above the DC, they ascertain that the rum is poisoned.
Exploding Powder Kegs
Hidden among the ship's regular supplies are several barrels filled with highly volatile gunpowder, rigged to explode if tampered with or triggered by a hidden mechanism. Can the party recognize and disable them before they blow?
Trigger: The trap can activate when an NPC or party member tries to move the barrels, or if someone attempts to ignite them.
Effect: When triggered, all creatures within a 20-foot radius must make a Dexterity saving throw (DC 15). On a failed save, they take 5d10 fire damage and are knocked prone. On a successful save, they take half damage and remain standing. Additionally, the ship catches fire requires immediate action to be quelled.
Countermeasures:
Perception (DC 14): Detects the faint smell of gunpowder and spots the unusual arrangement of barrels.
Investigation (DC 15): Discovers the hidden mechanism or fuse that will ignite the barrels.
Thieves’ Tools (DC 16): Disarms the explosive trap without setting it off.
Using Sailor Jargon
Bring your NPCs to life by incorporating common sailors' jargon! Below is a comprehensive list of sailing terms and pirate lingo. Explore each term along with its meaning. For a more comprehensive list, check out this resource.
Ahoy | A greeting or call for attention. |
Avast | Stop or cease what you're doing. |
Blow the Man Down | The Captain’s command to get rid of a person |
Dead Men Tell No Tales | An expression meaning no survivors left behind. |
Grog Blossom | Someone with a red nose from drinking too frequently, alcoholic. |
Hornswaggle | Cheat or defraud someone out of assets or money. |
Landlubber | A person who is not familiar with the sea or sailing. |
Old Salt | Experienced pirate or sailor. |
Scallywag | A scoundrel or mischievous person. |
Shiver Me Timbers | An expression of surprise or shock. |
Run a Rig | Play a joke or a trick on someone. |
Run a Shot Across the Bow | Warning shot given to another boat’s Captain. |
Sail, Ho! | A warning that another ship is in view. |
Splice the Mainbrace | Pass a round of drinks out to the crew. |
And if you want more than just mere terminology and want to actually SOUND like a scallywag, check out this video below on how to talk like Captain Jack Sparrow!
Create a Unique Ship Name
Use this ship name generator or roll on the tables below to create a unique name for your ship!
Simply roll a d20 twice - once to select the first part of your ship's name from Column A, and the second time for the rest of the ship name in Column B. Combine the two results to craft the perfect name for your vessel!
A | Part 1 | B | Part 2 |
1 | The Wave | 1 | Voyager |
2 | The Speedy | 2 | Marauder |
3 | The Flying | 3 | Queen |
4 | The Golden | 4 | Sea Dog |
5 | The Sea | 5 | Serpent |
6 | The Tempest's | 6 | Spirit |
7 | The Noble | 7 | Gull |
8 | The Mystic | 8 | Wraith |
9 | The Cursed | 9 | Rogue |
10 | The Wind | 10 | Dragon |
11 | The Sassy | 11 | Gryffon |
12 | The Shadow | 12 | Tide |
13 | The Star | 13 | Siren |
14 | The Ironclad | 14 | Runner |
15 | The Enchanted | 15 | Gale |
16 | The Black | 16 | Adventurer |
17 | The Vengeful | 17 | Wanderer |
18 | The Silent | 18 | Harbinger |
19 | The Crimson | 19 | Champion |
20 | The Dread | 20 | Raider |
Dungeons & Dragons Modules
Below are some pre-written campaigns and adventure modules that pair well with our Captain's Quarters candle. They are ideal for immersive maritime and ship-bound adventures!
Recommended Modules for Ship-Themed Adventures
Ghosts of Saltmarsh: A collection of seafaring adventures that take players through coastal towns, haunted ships, and dangerous waters filled with evil Sanhuagin and undead sailors!
Red Sky at Morning: Developed by the Arcane Library, this four-page supplement feautures 13 roll tables to quickly create sea encounters, generate names for ships and characters, monitor crew morale, and generate plot hooks and treasures for sailing adventures.
Walk the Plank: Set on Isla de la Muerte, players will face nautical monsters, traps, pirate negotiations, and treasures in this modular adventure, which can easily be integrated into other games!
The Secrets of Skyhorn Lighthouse: Rumors of a rampaging sea monster have halted shipping traffic in the harbor. Discover what has happened to the nearby ships and if these rumors are true!
One-Shot Wonders - Wedding Crashers: We love this one shot adventure where your party is responsible for keeping the peace at a wedding ceremony of two pirate captains. Will this swashbuckling ceremony go off without a hitch or turn into a chaotic mess? Le's find out!
Making Your Adventure More Immersive
Bring your tabletop adventures to life by immersing all five senses! Here are some ways how.
Smell
Add Fragrance! Use our non-toxic Captain's Quarters scent to fill your gaming space with the rich scent of tobacco, teakwood and cardamom. We utilize gluten- and soy-free wax, along with phthalate- and paraben-free fragrances, to ensure you can feel confident when burning your favorite scents in a jar.
Touch
Rum Bottle Prop: What does every captain have a secret stash of in their quarters? Gold? Maps for hidden treasure? RUM - or something of the sorts hidden for themselves. Check out this simple project to craft a captain’s personal brew jug for your players to pass around their game table!
DIY Ship: Nothing is more exciting than being part of a seafaring campaign and having your GM float in your party’s new ship. If you need a simple recipe for a modular ship, check out Storycraft Society’s video to create one yourself!
Pre-made Sea Miniatures: Looking for a money-saving way to get started quickly in your seafaring campaign with premade miniatures and boats? Check out this blog to learn how to incorporate other Blood and Plunder miniatures into your Dungeons and Dragons games - and how to accessorize them to your liking!
Sound
Spotify Playlist: Start off your ocean-faring adventures with our Firelight Fables Playlist full of themed music for gambling or swashbuckling on the deck of your ship!
Sea Shanties: Working aboard the deck for days or months at a time, the crew must pass the time somehow - what better way than some classic Sea Shanties to echo across the waves!
Spotify Soundscapes: Supplement with Sword Coast Soundscapes D&D for scenario-themed ambient tracks for an extra layer of immersion!
Sight
Animated Battle Maps: Want to add a little sway and movement to those background battle maps? Give this MapGuffin Animated Ship Map on YouTube a look to enhance the experience at sea. Check out KC Jones’ whole playlist of maps here!
Lanterns & Lighting: Adjust your lighting to mimic the shifting light of a ship at sea. Dim the lights for a night-time voyage or use lanterns and blue hues to simulate a day on the ocean. Craft these Sea of Thieves themed lanterns to aid your players through the darkness of night on the ocean blue!
Captain's Quarters Pinterest Board: Check out our pinterest board with tons of artwork to use in your campaigns! Additionally, you can find a variety of magic items, maps and other fun visuals here as well.
Captain’s Quarters Scenery: Play nautical scenery videos in the background to create a visually immersive setting. We've included some links, as well as our favorite video below!
Taste
Pirate Cocktails: Why is the rum always gone?! Well, on this ship, it's not a problem, Captain! Here is a list of 8 Pirate Themed recipes with fun names and various options to enjoy with your players!
Themed Snacks Ideas: Whenever you’re beginning to feel snacky at sea, take a bite of any of these Pirate Party snacks - easy to make, and accompanied with wonderfully, pun-like names.
With Firelight Fables' Captain's Quarters candle and these immersive tips, your next D&D session will transport you and your players to the thrilling life at sea.
From battling krakens to uncovering hidden treasures, the adventure possibilities are endless.
Light up a Captain's Quarters candle and let the magic of the high seas unfold!
Comments