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Day one
Annoying weather. Make a control roll. Failure results in...
You vigorously steer the ship this way and that to maintain control... a bit too vigorously. The pilot wheel breaks, ship can adjust speed but not heading until repaired.
Day two
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 three
A quiet day at sea
Day four
A quiet day at sea
Day five
Shark fin sighting
Day six
Bad weather--Make 8 control or piloting rolls to avoid damage to the ship. Failure results in...
You took a large wave broadside instead of sailing into it. 1d6 crew are washed or thrown overboard, including anyone in the crow's nest. Hurry if you want to save them - they can't swim.
Day seven
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 eight
Giant octopus or giant squid
Day nine
A quiet day at sea
Day ten
Approaching port, no ship responds to your hails, and doors and windows are hung with black cloth; a single solid yellow flag flies from the end of the pier
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
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 three
Bad weather--Make 5 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 four
Annoying weather. Make a control roll. Failure results in...
Something caught in the rudder--someone needs to climb down there and get it.
Day five
A small (if appropriate to type of vessel) passing ship is sighted of northern manufacture. What is it?
Slaves who've successfully escaped and taken over a slave ship.
Day six
A small island, not on any of your charts
Day seven
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 eight
A medium-sized passing ship is sighted of far-eastern manufacture. What is it?
A learned zoological scholar, his hold bulging with taxidermized specimens, eager to hire adventurers to collect specimens of rare sea creatures.
Day nine
A quiet day at sea
Day ten
A quiet day at sea
Day one
A large passing ship is sighted of far-eastern manufacture. What is it?
Seatemple (demonic)
Day two
A medium-sized passing ship is sighted of middle-eastern manufacture. What is it?
Lone eccentric out for a quiet sail.
Day three
A quiet day at sea
Day four
A large passing ship is sighted of northern manufacture. What is it?
Dead vessel - The Majestic, crew's bodies sodden with sentient algae.
Day five
Dead calm sea (lose a day of movement)
Day six
A quiet day at sea
Day seven
dolphins swim with ship
Day eight
A large passing ship is sighted of far-eastern manufacture. What is it?
Pilgrims heading to pilgrimage site.
Day nine
Bad weather--Make 4 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 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
Electric eel (can pulled up immediately but there's a danger of the PC geting shocked and falling over the edge)
Day two
A quiet day at sea
Day three
Bad weather--Make 8 control or piloting rolls to avoid damage to the ship. 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
A small island, not on any of your charts
Day five
A small island, not on any of your charts
Day six
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 seven
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 eight
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 nine
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 ten
A large passing ship is sighted of local manufacture. What is it?
Changeling pirates.
Day one
Wave grounds ship
Day two
Aspidochelone
Day three
Dead calm sea (lose a day of movement)
Day four
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 five
A small island, not on any of your charts
Day six
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 seven
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 eight
A small island, not on any of your charts
Day nine
Undead whale
Day ten
A medium-sized passing ship is sighted of far-eastern manufacture. What is it?
Changeling pirates.