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Day one
A small (if appropriate to type of vessel) passing ship is sighted of far-eastern manufacture. What is it?
Scientific mission-oceanographers, biologists, etc.
Day two
Annoying weather. Make a control roll. 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 three
A small island, not on any of your charts
Day four
A quiet day at sea
Day five
A quiet day at sea
Day six
A small island, not on any of your charts
Day seven
A small island, not on any of your charts
Day eight
Flying fish
Day nine
A quiet day at sea
Day ten
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 one
A medium-sized passing ship is sighted of local manufacture. What is it?
Floating library
Day two
Mermaid
Day three
A quiet day at sea
Day four
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 five
A small island, not on any of your charts
Day six
As a tentacle wraps itself up the side of the ship, though not over the railing, the ship lists until the suckered arm detaches
Day seven
Dead calm sea (lose a day of movement)
Day eight
A quiet day at sea
Day nine
Boat swept into a localized current flowing contrary to intended direction
Day ten
Dead calm sea (lose a day of movement)
Day one
A small island, not on any of your charts
Day two
Bad weather--Make 1 control or piloting rolls to avoid damage to the ship. Failure results in...
Some miscellaneous marine leviathan has crashed into the hull in its sleep, starting planks all along one side before plunging down into the depths in its startlement. The ship is leaking badly, gaining on the pumps by 2d6 inches per hour, and will eventually founder unless something is done to alleviate the situation.
Day three
Dead calm sea (lose a day of movement)
Day four
Crew experiences scurvy
Day five
Stranglekelp
Day six
Aquatic gelatinous cube or stranglekelp
Day seven
A small island, not on any of your charts
Day eight
A medium-sized passing ship is sighted of local manufacture. What is it?
Lizardman opera ship--sea turtle integrated
Day nine
Dead calm sea (lose a day of movement)
Day ten
An eerie glowing ghost-ship can be seen in the distance
Day one
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 two
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 three
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 four
A quiet day at sea
Day five
A large passing ship is sighted of middle-eastern manufacture. What is it?
Changeling pirates.
Day six
Angry whale
Day seven
A small island, not on any of your charts
Day eight
Bad weather--Make 11 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
A large passing ship is sighted of middle-eastern manufacture. What is it?
Refugees (from some disaster).
Day ten
A medium-sized passing ship is sighted of southern manufacture. What is it?
Fishing boat again - The Hidden. Captain has valuable information.
Day one
Sky fills with immense flock of migratory geese that stream by for five minutes
Day two
A large passing ship is sighted of northern manufacture. What is it?
Clever general and his men, returning from a great war after much tribulation
Day three
Annoying weather. Make a control roll. Failure results in...
Amid the ship's tossing and confusion on deck, someone slips over the rails. Man overboard! Determine who it is randomly.
Day four
A quiet day at sea
Day five
Dead calm sea (lose a day of movement)
Day six
Aquatic gelatinous cube or stranglekelp
Day seven
A quiet day at sea
Day eight
A large passing ship is sighted of middle-eastern manufacture. What is it?
Refugees (from some disaster).
Day nine
Bad weather--Make 10 control or piloting rolls to avoid damage to the ship. Failure results in...
Minor sail torn due to high wind or sudden beam swing--replace it or make future checks at -2/-10%.
Day ten
Annoying weather. Make a control roll. 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.