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Day one
Bad weather--Make 1 control or piloting rolls to avoid damage to the ship. Failure results in...
A sailor, bewildered and struggling, drops a tool from the rigging, a random person on deck takes 1d8 damage.
Day two
Dead calm sea (lose a day of movement)
Day three
A quiet day at sea
Day four
Annoying weather. Make a control roll. 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 five
A quiet day at sea
Day six
Crew experiences scurvy
Day seven
The classic "message in the bottle" arrives
Day eight
Dead calm sea (lose a day of movement)
Day nine
Bad weather--Make 9 control or piloting rolls to avoid damage to the ship. Failure results in...
You've collided with the temple of some aquatic -- and now religiously offended -- species
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
Dead calm sea (lose a day of movement)
Day two
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 three
Bad weather--Make 12 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 four
A low dark cloud appears and sweeps in your direction to engulf the ship
Day five
A quiet day at sea
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 gelatinous cube or stranglekelp
Day eight
A large passing ship is sighted of far-eastern manufacture. What is it?
Dead vessel - The Business, crew's bodies sodden with sentient algae.
Day nine
A quiet day at sea
Day ten
Seamunculus (a toad-like aquatic humunculus on a mission for an evil wizard)
Day one
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 two
A small island, not on any of your charts
Day three
Annoying weather. Make a control roll. 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 four
A quiet day at sea
Day five
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 six
Bad weather--Make 1 control or piloting rolls to avoid damage to the ship. 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 seven
A large passing ship is sighted of middle-eastern manufacture. What is it?
Merchant ship - The Golden Pincer. Roll d100 and look at the number you just rolled. That's many 1000's of gp are on board, it is also how many gp worth of other goods is on board, however it's also the level of the fighting men protecting it. There are 15 of them.
Day eight
A large passing ship is sighted of local manufacture. What is it?
Adventurer seeking metallic hide of mythical beast
Day nine
Angry whale
Day ten
Clouds appear that are unmistakable representations of crew members, then fade
Day one
Annoying weather. Make a control roll. Failure results in...
Horrendous brain fart results in you leaving topsails deployed on mainmast/foremast and/or mizzenmast (assuming ship has such). Wind has now snapped the masts, laving the sails, booms and top parts of the mast tangled in the ratlines and rigging. 60 man-hours (in good conditions) to carefully clean-up the mess, 6 if you don't mind the details/consequences (like cutting everything and shoving it into the sea). If a storm is still raging around you, double this. Navigation, propulsion, and even crossing the main decks become much more hazardous with swaying netting and giant-sized clubs swinging about in the wind.
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
A quiet day at sea
Day four
A quiet day at sea
Day five
A quiet day at sea
Day six
A large passing ship is sighted of far-eastern manufacture. What is it?
Floating pleasure palace of exotic monarch--also int he flotilla: a galley galley, a haremship and or templeship and d4 warships
Day seven
Dead calm sea (lose a day of movement)
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
A quiet day at sea
Day ten
A small island, not on any of your charts
Day one
A large passing ship is sighted of local manufacture. What is it?
Wreck
Day two
Sealizard
Day three
Bad weather--Make 1 control or piloting rolls to avoid damage to the ship. 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 four
Dead calm sea (lose a day of movement)
Day five
Sealizard
Day six
Leaping shark
Day seven
Giant seasnake
Day eight
Dead calm sea (lose a day of movement)
Day nine
A quiet day at sea
Day ten
Annoying weather. Make a control roll. 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.