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Day one
Dead calm sea (lose a day of movement)
Day two
A quiet day at sea
Day three
A quiet day at sea
Day four
Annoying weather. Make a control roll. Failure results in...
A sailor, bewildered and struggling, drops a tool from the rigging, a random person on deck takes 1d8 damage.
Day five
A shipmate goes harmlessly insane, spouts prophecies
Day six
Annoying weather. Make a control roll. Failure results in...
Stray wave has smacked you sidewise and flung a volley of stinging jellyfish onto the deck, roll dex or reflex save for everybody up there to avoid having a random body part swollen beyond usefulness for d4 days--1 mouth, 2 eyes, 3 right hand, 4 left hand, 5 right foot, 6 left foot.
Day seven
Dead calm sea (lose a day of movement)
Day eight
Bad weather--Make 1 control or piloting rolls to avoid damage to the ship. Failure results in...
You tell someone to do the exact opposite of what you wanted them to do, and as a result the next time you have a die roll for hull damage, losses, distance blown off course, etc, instead of rolling you simply take the worst possible result.
Day nine
Unchecked forest fires burn along the shoreline
Day ten
Giant octopus or giant squid
Day one
Bad weather--Make 5 control or piloting rolls to avoid damage to the ship. Failure results in...
Stray wave has smacked you sidewise and flung a volley of stinging jellyfish onto the deck, roll dex or reflex save for everybody up there to avoid having a random body part swollen beyond usefulness for d4 days--1 mouth, 2 eyes, 3 right hand, 4 left hand, 5 right foot, 6 left foot.
Day two
Aurora Borealis in the night
Day three
Mermaid
Day four
A large passing ship is sighted of northern manufacture. What is it?
Red eyed sea wizard. Quite mad.
Day five
Ruins appear beneath the surface of the water
Day six
Leaping shark
Day seven
A quiet day at sea
Day eight
A small (if appropriate to type of vessel) passing ship is sighted of middle-eastern manufacture. What is it?
Young royal bastards, ages 4-13, marooned sea with so that they'll be unable to claim the throne.
Day nine
Annoying weather. Make a control roll. Failure results in...
The ship collides with a rocky outcrop just below the surface. The damage is not severe, but until the damage is repaired, at least one person must be on pump duty at all times, or the ship will take on too much water.
Day ten
Bad weather--Make 3 control or piloting rolls to avoid damage to the ship. Failure results in...
The ship collides with a rocky outcrop just below the surface. The damage is not severe, but until the damage is repaired, at least one person must be on pump duty at all times, or the ship will take on too much water.
Day one
A small island, not on any of your charts
Day two
Dead calm sea (lose a day of movement)
Day three
Annoying weather. Make a control roll. Failure results in...
Carelessness has caused someone to get tangled in the riggings. The person must make an appropriate saving throw every round while caught or die; any round they succeed they can try to make a dex save on 2d12 to escape. Otherwise someone can cut them down, with a -1/-5% on future sailing rolls until repaired. If the person dies while stuck, all NPC crew will be at -1 for morale-type rolls for the remainder of the voyage.
Day four
Decayed body floats by
Day five
Bad weather--Make 12 control or piloting rolls to avoid damage to the ship. Failure results in...
Something caught in the rudder--someone needs to climb down there and get it.
Day six
Weird event--make something up--if no ideas are forthcoming reload the page, or use this one: Mirror Water--the ship sails over a patch of sea which is a portal to a mirror dimension. PCs reflections climb up and try to kill them. Sailing away will break the connection but the duplicates will still have to be dealt with.
Day seven
Aquatic elves
Day eight
Aspidochelone
Day nine
Annoying weather. Make a control roll. Failure results in...
Hole in the hull, must throw some (10%? x pounds?) cargo overboard to lift it above the waterline and sail light until it's repaired.
Day ten
A medium-sized passing ship is sighted of northern manufacture. What is it?
Insane wizard has placed the minds of the inhabitants of one ship ( 2 Warships fighting ) inside the bodies of another ( A learned zoological scholar, his hold bulging with taxidermized specimens, eager to hire adventurers to collect specimens of rare sea creatures. ).
Day one
Dead calm sea (lose a day of movement)
Day two
A small island, not on any of your charts
Day three
Annoying weather. Make a control roll. Failure results in...
You are so busy mismanaging the ship that you fail to notice the large iceberg (or reef, depending on climate) you're about to run into. Ship takes 1d8 in hull damage per 10,000 gp weight of cargo (or equivalent for whatever system), half if a saving throw to pilot the ship again is successful.
Day four
Bad weather--Make 5 control or piloting rolls to avoid damage to the ship. Failure results in...
Stray wave has smacked you sidewise and flung a volley of stinging jellyfish onto the deck, roll dex or reflex save for everybody up there to avoid having a random body part swollen beyond usefulness for d4 days--1 mouth, 2 eyes, 3 right hand, 4 left hand, 5 right foot, 6 left foot.
Day five
Dead calm sea (lose a day of movement)
Day six
Weird event--make something up--if no ideas are forthcoming reload the page, or use this one: Mirror Water--the ship sails over a patch of sea which is a portal to a mirror dimension. PCs reflections climb up and try to kill them. Sailing away will break the connection but the duplicates will still have to be dealt with.
Day seven
Dead calm sea (lose a day of movement)
Day eight
A quiet day at sea
Day nine
Bad weather--Make 3 control or piloting rolls to avoid damage to the ship. Failure results in...
One of the sails was left hoisted too long in the storm (/ come up with other excuse). That mast has now snapped, and the ship suffers a 1/3rd reduction in speed. Maybe you can jury-rig a jury-righ, in which case only 1/4 reduction. Or a 1/2 reduction if you do poorly enough.
Day ten
A medium-sized passing ship is sighted of local manufacture. What is it?
Goblin raiders employing toothed, gas spore-like floating bombs
Day one
A quiet day at sea
Day two
A small island, not on any of your charts
Day three
Seamunculus (a toad-like aquatic humunculus on a mission for an evil wizard)
Day four
A quiet day at sea
Day five
Bad weather--Make 7 control or piloting rolls to avoid damage to the ship. Failure results in...
Fire in the galley! Someone neglected their duties and left hot coals in the stone stove. During the storm they fell out and started a fire in the front part of the ship. The party has to declare their actions in 1d8 simple sentences, otherwise:
1 - the fire damages the foremast, if another storm occurs, the mast will break
2 - the fire spreads to the cannon deck, chance of explosion
- the fire damages the outer hull and the ship starts taking water
4 - the fire burns through the planks of the galley floor, damages the stem and cut water. The ship starts taking water and can only travel at 50% of it's speed
Day six
Bad weather--Make 11 control or piloting rolls to avoid damage to the ship. Failure results in...
The ship collides with a rocky outcrop just below the surface. The damage is not severe, but until the damage is repaired, at least one person must be on pump duty at all times, or the ship will take on too much water.
Day seven
Annoying weather. Make a control roll. Failure results in...
Damn, you just had to kill the albatross, didn't you? Better pray for their beauty not doom, have a bless spell handy for them, and God's creatures too, otherwise the ship is stuck, day after day, no breath nor motion like a painted ship on a painted ocean, a terrible thirsting curse striking all aboard. And then... the visit by the Dark Ship, crewed by Death and She-Life-In-Death. Dice are cast for the fate of the crew...
Day eight
A large passing ship is sighted of southern manufacture. What is it?
Mixed group of passengers and merchant cargo.
Day nine
Dead calm sea (lose a day of movement)
Day ten
A large passing ship is sighted of far-eastern manufacture. What is it?
A fishwife sailing the seas, seeking a husband.